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Some implications in changes in portal 2

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xitooner wrote:
Is it just me, or did they also dumb-down or slow-down the turrets?

I might have caught this too, it seems like their response time has been increased by a few milliseconds.

Also, I'm looking forward to much more modular chambers now. It would be interesting to see a map like HMW's "Try Anything Twice" only with all puzzles in the same room.

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Now with 100% more inline comments!
Hurricaaane wrote:
Player1 wrote:
It feels like there's something going on with angular entrance momentum not being transformed correctly. It feels like all momentum is translated directly into "coming straight out of the portal" momentum.

This statement is false. I mean, yours.

Aye from the one fling you do do in that video it looks perfectly normal. Maybe it's the "funneling on the way out" that msleeper suggests (which would probably have some sort of "don't apply it if the exit angle/momentum exceeds a certain limit" type of deal on it).

Or maybe there are simply surfaces where you can add a "hint" to the direction to tweak puzzles. I'm not sure. I'm going through the game for second time now (commentary track) and there's been a couple of spots where I could've sworn the direction I'm exiting is wrong (even if just by 15 degrees or so). Unfortunately most of the single-player story doesn't really make backtracking much of an option so it's kinda hard to reproduce unless you save right before (oh, no saving under commentary track, yay).

It looks like objects have the same mass as the player now and fling the same distance, probably added for the faith plates, that could be quite handy. I hate some of the limitations they've added though, I liked those ninja chambers where you had to to all sorts of crazy tricks.

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Paul wrote:
It looks like objects have the same mass as the player now and fling the same distance, probably added for the faith plates, that could be quite handy. I hate some of the limitations they've added though, I liked those ninja chambers where you had to to all sorts of crazy tricks.

The faith plate seems to be a dedicated entity too, with a dedicated engine support. It seems it even has its own prediction algorithms according to some messages that are displayed in the console while in co-op mode. "<something> Prediction will fail! Fix this in the map."

By the way, the Portal funneling is not available in the menu, but "find funnel" shows

Code: Select all
] find funnel
"portal_funnel_debug" = "0" client cheat replicated                             
"speed_funnelling_enabled" = "1" client replicated                               - Toggle whether the player is funneled into portals while running on speed paint.
"sv_player_funnel_gimme_dot" = "0.9" client replicated                         
"sv_player_funnel_height_adjust" = "128.f" client replicated                   
"sv_player_funnel_into_portals" = "1" client replicated                          - Causes the player to auto correct toward the center of floor portals.
"sv_player_funnel_snap_threshold" = "10.f" client replicated                   
"sv_player_funnel_speed_bonus" = "2.f" client replicated                       
"sv_player_funnel_well_above" = "256.f" client replicated                       
"sv_props_funnel_into_portals" = "1" game cheat                                 
"sv_props_funnel_into_portals_deceleration" = "2.0f" game cheat                  - When a funneling prop is leaving a portal, decelerate any velocity that is in op

The line you're looking for is
"sv_player_funnel_into_portals" = "1" client replicated - Causes the player to auto correct toward the center of floor portals.

It's not tagged as "cheat" so it's okay. But since it's not in the menu, it'd be better to make maps taking in account that funneling will always be active.

There's also something to hide the portal helpers (seeing portal through walls).

Code: Select all
] find ghost
"cl_portal_ghost_use_render_bound" = "1" client                                 
"portal_draw_ghosting" = "1" client cheat                                       
"portal_ghost_show_bbox" = "0" client cheat replicated                           - Render AABBs around the bounding box used for ghost renderable bounds checking (
"portal_ghost_use_network_origin" = "0" client                                   - Use the network origin for determining bounds in which to ghost renderables, rat
"portal_ghosts_disable" = "0" client                                             - Disables rendering of ghosted objects in portal environments
"r_portal_fastpath_max_ghost_recursion" = "2" client     

portal_ghosts_disable is NOT what you're looking for (say you have a cube that is 1/3 way through the orange portal, that means 2/3 of the cube is on the orange portal side, then the 1/3 remaining of the cube will not be displayed if you're looking at the blue portal exit).
portal_draw_ghosting IS what you're looking for, but for some reason, it is tagged with "cheat", but you can enable it while sv_cheats is 0. I don't know why.

There are plenty of console stuff to alter the game.

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).

re: The Faith Plates being predicted. If you go back and listen to the commentary for the "Advanced Aerial Fath Plates" chamber, it shows you they are 100% precalculated. They are also precalculated both for the player and for physics objects separately, since objects and the player don't always wind up in the same place (or so the commentary says).

And as a side note, any map that fucks with console settings (disables funneling, disables portal ghost, etc.) is really gonna piss me off.

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msleeper wrote:
re: The Faith Plates being predicted. If you go back and listen to the commentary for the "Advanced Aerial Fath Plates" chamber, it shows you they are 100% precalculated. They are also precalculated both for the player and for physics objects separately, since objects and the player don't always wind up in the same place (or so the commentary says).

Related: goo physics are not the same between the different goos. I've seen blue goo go farther through a portal than orange goo. Not sure what the reasoning behind that is.

msleeper wrote:
And as a side note, any map that fucks with console settings (disables funneling, disables portal ghost, etc.) is really gonna piss me off.

Indeed.

If I were to map for Portal 2, I would exploit the Franken-cubes widely.

Trivia: this is the very second account I registered with the nickname ASBusinessMagnet, after my YouTube channel.
Player1 wrote:
msleeper wrote:
re: The Faith Plates being predicted. If you go back and listen to the commentary for the "Advanced Aerial Fath Plates" chamber, it shows you they are 100% precalculated. They are also precalculated both for the player and for physics objects separately, since objects and the player don't always wind up in the same place (or so the commentary says).

Related: goo physics are not the same between the different goos. I've seen blue goo go farther through a portal than orange goo. Not sure what the reasoning behind that is.

msleeper wrote:
And as a side note, any map that fucks with console settings (disables funneling, disables portal ghost, etc.) is really gonna piss me off.

Indeed.

I'm not sure, but in the official maps, the speed of the goo is visually determined by the height of the tube before it exits. On many maps, the height of the tube for the blue and the orange goo are different. I actually noticed that goo were going at different speeds, but when I looked at the tubes it was being made-up perfectly logic.

I'm not sure if that's what you were talking about.

Also there is some fun stuff to do, being discussed another forum. Just sharing:

4XLaFGPlpT4

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).

Damn, I was going to do escher's staircase.
On topic note, I haven't checked this, but it looks like the doors are just one model (As opposed to 2 models). I haven't checked, so prove me wrong.
I also noted that portal 2 is much more linear than portal 1, so with our "current styles" of mapping, newbies are going to get a bit lost.
Also, working with the new assets is going to be fun.

This is what I'm talking about when I'm saying that fling angles are weird:
_89T6TEWldU

Event though I drop down straight into the portal I exit at a slight angle in order to land on the right side of the platform. I'm not doing anything fancy midair or when entering the portal. It seems like the surface I'm putting my exit portal on is hardwired to give me that angle.

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