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just then, the director and his crew were overrun by spam robots as they dug their claws into the camera control unit computers and began replacing everything that was recorded so far with ASCII art versions of it.

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I shall now demonstrate the average Portal map compile
For those who don't understand, everything functional you see here is a combination of at least 6 different entities (excluding the ball launcher and fizzler.)
http://www.youtube.com/watch?v=HyYTfgApR6E&feature=youtu.be

Another Bad Pun wrote:
I shall now demonstrate the average Portal map compile
For those who don't understand, everything functional you see here is a combination of at least 6 different entities (excluding the ball launcher and fizzler.)

It's odd that Valve decided to just use I/O logic rather then hard coding most entities. But then again, the simplicity of a game being mostly I/O logic (Minus the things that need to be coded) is what I love about the original game.

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Maybe the coded entities are more expensive.

reepblue wrote:
It's odd that Valve decided to just use I/O logic rather then hard coding most entities. But then again, the simplicity of a game being mostly I/O logic (Minus the things that need to be coded) is what I love about the original game.

I agree. I tend to enjoy Portal mapping more, and this is probably why

Speaking of mapping, does anybody know why there can only be 1 projectedtexture casting shadows at a time? I mean, it would get laggy, but why put a limitation on it?

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It's far easier to code it that way.

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I believe it's only possible to have multiple enabled simultaneously if you're making a mod.

Should have posted this here -_-
Enjoy, I worked for about two to four hours.
http://www.youtube.com/watch?v=Scy1sBUL5LQ

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two to four hours for that? :D

Hm, if i cut some downloaded clips together with some voice lines.. i think it doesnt take 2 to 4 hours :D (Except the rendering)

But anyway, looks not that bad

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