Portal 2 SP / Coop Discussion (SPOILERS ABOUND)
Quote from Jomonay on April 20, 2011, 11:30 amPlayer1 wrote:A question for those of you that have already played both the single-player and the co-op stories: will playing the co-op story spoil the single-player story? I just want to know if I have to wait for my buddy to finish single-player before we embark on the co-op funsWell, there's one obvious point (GLaDOS is still there). Other than that, I think you're good to go.
Well, there's one obvious point (GLaDOS is still there). Other than that, I think you're good to go.
http://www.soundcloud.com/jomonay
"Anything that you do, just be THE best at it" - Kanye West
Quote from msleeper on April 20, 2011, 2:00 pmYeah, nothing is spoiled from one campaign to the other. The coop ending is interesting, to say the least.
Yeah, nothing is spoiled from one campaign to the other. The coop ending is interesting, to say the least.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Player1 on April 20, 2011, 7:59 pmYeah. Finished the co-op this evening with my buddy. Good stuff! And really, the stories could be completely seperate. The only real spoiler is the fact that GLaDOS is in fact alive and not dead (if you've only played Portal 1 so far) and that is kinda hard to not get spoiled what with the game loading screen showing Cheel and GLaDOS facing off
But now I'm left with... hm... nothing really. Sure I can play the single-player again. Or even the co-op. But all in all Portal 2 has left me with less un-modded gametime than Portal 1. And that's a damn shame
Yeah. Finished the co-op this evening with my buddy. Good stuff! And really, the stories could be completely seperate. The only real spoiler is the fact that GLaDOS is in fact alive and not dead (if you've only played Portal 1 so far) and that is kinda hard to not get spoiled what with the game loading screen showing Cheel and GLaDOS facing off
But now I'm left with... hm... nothing really. Sure I can play the single-player again. Or even the co-op. But all in all Portal 2 has left me with less un-modded gametime than Portal 1. And that's a damn shame
Quote from ASBusinessMagnet on April 23, 2011, 5:35 pmOn the [spoiler]ending with the Moon involved:[/spoiler]
Spoilers, obviously
[spoiler]
- Does portal beam go at the speed of light, or at an infinite speed? In the first case it would take 2.6 seconds for Chell to see the glare of the portal, and in the second case it would be 1.3 seconds, as the commentary explains.
- Once the Earth is seen from the Moon, it looks kind of unrealistic with a straight shadow.
- Likely just a plot element, but what is the probability of shooting a portal almost directly near an Apollo station?
- With decompiling of the map, it may be possible to figure out what terrain and what Apollo station it is (if Valve didn't make it up).
- Since the Moon's escape velocity is 2.38 km/s, it is obvious that Wheatley did eventually land on the moon. Further speculation on the plot?
- Since Wheatley and the Space Core aren't massive enough, they couldn't possibly rotate around each other.
[/spoiler]
On the
Spoilers, obviously
Quote from hanging_rope on April 23, 2011, 5:51 pmASBusinessMagnet wrote:...snip...As to number 1, [spoiler]I think the portal travels at the speed of light, and valve forgot to count in the time for the light to come back.[/spoiler]
As to number 1,
Quote from ASBusinessMagnet on April 23, 2011, 6:09 pmhanging_rope wrote:ASBusinessMagnet wrote:...snip...As to number 1, [spoiler]I think the portal travels at the speed of light, and valve forgot to count in the time for the light to come back.[/spoiler]
[spoiler]Or, since Valve showcases that portals are seen on the HUD even when a wall is blocking them, the portal shows up instantaneously on the HUD.[/spoiler]
As to number 1,
Quote from Mr. Happy on April 23, 2011, 6:33 pmSooo, iirc from portal GLaDOS stands for "generic lifeform and disk operating system" but [spoiler]now that Portal 2 is out, I keep seeing her refered to as "genetic lifeform and disk operating system." So did they change it for that one plot point? Or did I just misunderstand from the get go?[/spoiler]
Jomonay wrote:msleeper wrote:Yeah I am truely shocked at how nice Source actually looks.Although, I did notice all the load times. But they did go pretty fast. On the subject, Jeep Barnett was recently interviewed, and he stated they were mostly working on optimising the engine to work faster with more complaex shapes and calculations.They did use some sneaky bits though; at the beginning when your new relaxation chamber is being destroyed, you're not actually there, you're in a sepearate room with the same basic shapes, so you don't interfere with the physics and stuff.
I wasn't even playing it on full. Christ, can't wait to see what Episode 3 looks like
I would love it if you know where that interview was. I was avoiding pre-release P2 articles/interviews and want to go back and read them.
I think you misunderstood what they meant by being in a 'fake' room in the opening destruction sequence. How that usually works is that you ARE in the room with all the crazy cinematic physics, but non of those physics animations (they are precompiled) have collisions. The "fake" room your are "in" refers to a set of clip brushes that overlaps the modeled, falling apart, room. It is "hidden," as they say, in another part of the map only in that the clipping brushes are somewhere else in the map so that it is easier for the designers to look at inside Hammer, but when they spawned (used) the game moves them over. That's how it's done normally, though it's possible they did it a bit different for that sequence since the container is moving and moving clipping brushes can be glitchy.
Sooo, iirc from portal GLaDOS stands for "generic lifeform and disk operating system" but
Although, I did notice all the load times. But they did go pretty fast. On the subject, Jeep Barnett was recently interviewed, and he stated they were mostly working on optimising the engine to work faster with more complaex shapes and calculations.They did use some sneaky bits though; at the beginning when your new relaxation chamber is being destroyed, you're not actually there, you're in a sepearate room with the same basic shapes, so you don't interfere with the physics and stuff.
I wasn't even playing it on full. Christ, can't wait to see what Episode 3 looks like
I would love it if you know where that interview was. I was avoiding pre-release P2 articles/interviews and want to go back and read them.
I think you misunderstood what they meant by being in a 'fake' room in the opening destruction sequence. How that usually works is that you ARE in the room with all the crazy cinematic physics, but non of those physics animations (they are precompiled) have collisions. The "fake" room your are "in" refers to a set of clip brushes that overlaps the modeled, falling apart, room. It is "hidden," as they say, in another part of the map only in that the clipping brushes are somewhere else in the map so that it is easier for the designers to look at inside Hammer, but when they spawned (used) the game moves them over. That's how it's done normally, though it's possible they did it a bit different for that sequence since the container is moving and moving clipping brushes can be glitchy.
Quote from Player1 on April 23, 2011, 7:52 pmMr. Happy wrote:Sooo, iirc from portal GLaDOS stands for "generic lifeform and disk operating system" but [spoiler]now that Portal 2 is out, I keep seeing her refered to as "genetic lifeform and disk operating system." So did they change it for that one plot point? Or did I just misunderstand from the get go?[/spoiler]She was always genetic lifeform and disk operating system as far as I remember.
Mr. Happy wrote:I think you misunderstood what they meant by being in a 'fake' room...I think you are misunderstood tbh. I can't say for certain of course (and nobody will until we decompile it) but as for the feel in the character controls it does not feel like you're standing on a moving platform. Apart from scripted physics pushes that happens at set points through the ride you're controlling as if you were in fact in a (fairly) clean and static room. If all the physics movements of the container would actually get applied to the character controls you would be in for a much more bumpy ride imo.
EDIT: In fact in the commentary node he specifically states that they simply reparent the camera view to the container to get the illusion of your position.
She was always genetic lifeform and disk operating system as far as I remember.
I think you are misunderstood tbh. I can't say for certain of course (and nobody will until we decompile it) but as for the feel in the character controls it does not feel like you're standing on a moving platform. Apart from scripted physics pushes that happens at set points through the ride you're controlling as if you were in fact in a (fairly) clean and static room. If all the physics movements of the container would actually get applied to the character controls you would be in for a much more bumpy ride imo.
EDIT: In fact in the commentary node he specifically states that they simply reparent the camera view to the container to get the illusion of your position.
Quote from Mr. Happy on April 23, 2011, 9:03 pmWell there wouldn't be any reason to parent the clip brushes to the container animation, just have them on a straight path_track that doesn't bump around but roughly matches the container.
But ya, thinking about it again, maybe you are right, they could be using a seperate camera entity. Honestly that commentary node confused me a bit since it's so technical about the animation and then just glazes over the in-game setup. I figured when they said "player camera" they just meant player since it was written from an animator perspective.
Well there wouldn't be any reason to parent the clip brushes to the container animation, just have them on a straight path_track that doesn't bump around but roughly matches the container.
But ya, thinking about it again, maybe you are right, they could be using a seperate camera entity. Honestly that commentary node confused me a bit since it's so technical about the animation and then just glazes over the in-game setup. I figured when they said "player camera" they just meant player since it was written from an animator perspective.
Quote from msleeper on April 25, 2011, 12:05 amA lot of these questions are answered in the commentary. Both the "fake room" during the intro, as well as the stuff about the end of the game are all discussed there.
That said, regarding the ending:
looking at you, ASBusinessMagnet
[spoiler]You really have to suspend disbelief, and stop looking for things to nit pick about. Do Wheatley and the Space Sphere have enough mass to orbit each other? No. Why are they doing it in the ending video then? Because it was funny. Is it remotely probably that shooting at the moon would land you near any of the Apollo landings? No. Why is that what happens? Because it was cool. Also probably to drive home the fact that you are in fact on the moon, because gamers are stupid and I'm sure some play test group didn't "get" it.[/spoiler]
A lot of these questions are answered in the commentary. Both the "fake room" during the intro, as well as the stuff about the end of the game are all discussed there.
That said, regarding the ending:
looking at you, ASBusinessMagnet
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.