Just a quick paste out of the readme, 'cause I can't quite be bothered and won't have a lot of time for support over <Holiday Name Here>.
================Introduction.
This modification aims to reintroduce some of the sticky paint functionality that was removed from Portal 2 before release. I.e. purple paint.
It's a sourcemod that you stick in your Sourcemods folder and appears as a separate game in Steam, though it shares many settings with portal and can download workshop maps, etc. It uses a modified client.dll and server.dll so you must distribute any creations as a sourcemod, rather than standalone maps.
Briefly, it contains the following:
-Sticky paint.
-Aircontrol (another mod I was working on).
-Precached paint splats for purple paint.
-Purple paint texures.
-Fix for sourcemods being unable to launch maps properly (client.dll).
-Fixed text for menu items (resources folder).
-Prebound "Y" key to test sticky paint.
-Precached audio.
-Other stuff.
-A release script for mappers, yay.
**=================Instructions. **
== Please read them carefully to enable the mod.
----you should give your mod folder a unique name with no spaces in it.
e.g. "catpillow3", "stickymod", "fudgesquabbler", etc
just don't use "portle2" - if everyone did there would be conflicts.
----the "SETUP_MAPPERS_RUN_ME" script this will:
-rename the mod and the resources for you.
-provide a gameinfo.txt
-open gameinfo.txt for editing.
-provide a script to export your mod quickly and run it manually
-remove some warning files.
(mac users have a windows friend do this for you, or do it manually)
--- then just copy your stickymod,fudgesquabbler, etc file over into your
\steam\steamapps\sourcemods\ folder and restart steam
----the .txt files in the resources folder should match this name
e.g. "portal2_english.txt", "stickymod_french.txt", "fudgesquabbler_turkish.txt", etc - setup will handle this. hence the setup batch.
**============= Changelog **
===== Beta
-Fixed things
-Altered manifest
-Improved the setup script.
===== Alpha
- Included a default paint (the blobs) texture for sticky paint
- Set the default paint colour in autoexec.cfg (purple)
- Increased the size of the "cast_ray_paint" command's splatter.
- Bound "y" to cast_ray_paint by default
- Fixed a bug whereby the user could crouch while on paint
- Added some setup scripts and such. You've probably used them already
- Reimplemented the following commands for you to play with:
- Chapter menus work. yay (hence the renamed resources and client.dll patch)
---- sv_paint_surface_sphere_radius (paint blobs only)
---- sv_erase_surface_sphere_radius
---- paintblob_applies_impulse
---- sv_portal_players (unknown)
---- sv_maxspeed (alters noclip speed)
---- sv_footsteps (sounds)
---- sv_friction (whole world friction)
---- sv_maxvelocity (player's max vel, any axis)
---- steamworks_stats_disable
---- player_can_use_painted_power (unknown)
---- show_player_paint_power_debug (needs developer >1 )
---- paintblob_collision_box_size (no apparent effect)
---- sv_laser_cube_autoaim
---- hide_gun_when_holding
---- player_held_object_distance
---- player_held_object_distance_vm
---- player_hold_object_in_column
---- player_hold_column_max_size (unknown)
---- cast_ray_paint (already mentioned, but now fires purple paint)
============== FAQ and stuffs.
== This will be useful as hell when you start mapping.
== Not everything you try is going to work right off the bat, so here are a few things you must take note of:
Jumping unsticks the player.
Why? Makes it far easier to leave the paint without a ton of pre-painted surfaces.
Also, otherwise there's no real way to tell what gel we're still connected to, the angle it's at, etc. Bear in mind the limitations of working in assembly here.
Walking off paint immediately unsticks the player.
Why? Makes sense with the above.
The player is in a crouched position while on gel.
Why? This resolves some issues with the player's collision box not actually rotating properly (despite what the debug shows)
It also means we can get through sideways portals, etc and indicates nicely that we are stuck to gel so is far less disorientating.
The camera is always centered at about 18 units up, inside the bounding box.
This has been fixed to some extent in Gamma
When leaving paint the player's bbox is returned to normal 10 ticks after touching an unpainted surface. (Not upon leaving the gel)
Why? Otherwise if you're on the ceiling and step off the gel, you're immediately the right way up with your head stuck in the ceiling. 10 ticks because that gives gravity enough time to do its thing and pull you clear.
Makes sure the player's face isn't going to hit sloped surfaces upon exit, or it'll stick.
I.e. Just be weary of tight spaces around gel
The B.Box only returns to normal after standing back on solid ground.
Why? Certain surfaces just don't seem to count: some brush types, landing on a model instead of solid ground, etc.
The view will however appear normal in most cases, so check with 'phys_showactive 1', and ma around this issue accordingly.
Other stuff doesn't stick to paint
Why? Doesn't look like there's any code in there for that.
FelixGriffin has a pretty elegant solution to this.
You must include an info_particle_system with "paint_splat_stick_01_A" and "paint_splat_stick_01" in each map.
Why? To precache it, the splat effect will work nicely.
(paint blobs and splatters have already been handled)
OR
put this in the manifest (thanks Felix)
"file" "!particles/paint_splats_fx.pcf"
(this has already been done for you)
Camera does not smoothly rotate.
Why? The code for that is a nightmare. Seriously, it's just crazy. Rewrites the values over themselves multiple times in each tick.
aircontrol is jammed on.
Why? It's f*g magical. EDIT: hah, almost forgot to star that!
Notes:
-Might wanna try "player_held_object_use_view_model 1" for coop style cubes
-Also might wanna use "func_portal_orientation" based on player's rotation
Issues:
- Painted bridges work, but use the wrong texture at the moment.
- Coop players don't rotate properly from eachothers point of view.
(sourcemods don't really work in coop anyway) - Cubes sometimes fly out of your hands when you drop them.
- You have to jump to transfer from solid .bsp to a func_brush at right angles
- Being on sticky paint and hitting a funnel does some damn weird stuff.
=============Download
NEW
http://sicklebrick.com/wp-downloads/sic ... _gamma.rar
OLD
http://sicklebrick.com/wp-downloads/sic ... d_beta.rar
Contains executable code - so you might wish to scan it on virustotal.com to ease any safety worries.



