A Word About Alive & Kicking

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vanSulli
994 Posts
Posted Aug 05, 2013
Replied 1 hour later
Let's not put all of the blame on Valve. We've done some pretty cool stuff, but some things are perhaps best left unfinished (ceiling tile on the floor? visleaf nightmares? Let's not even get started on the rocket sentry...)
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Lemonosity
363 Posts
Posted Aug 05, 2013
Replied 10 hours later

vanSulli wrote:
rocket sentry

omi

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p0rtalplayer
1,366 Posts
Posted Aug 05, 2013
Replied 17 minutes later

Colossal wrote:

vanSulli wrote:
rocket sentry>
omi

more like valve removing a perfectly useful entity from the engine completely

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Lemonosity
363 Posts
Posted Aug 05, 2013
Replied 1 minutes later

p0rtalplayer wrote:

Colossal wrote:

vanSulli wrote:
rocket sentry>>
omi>
more like valve removing a perfectly useful entity from the engine completely

also omi

omi is to be blamed for all problems

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Sven
306 Posts
Posted Aug 05, 2013
Replied 2 hours later
I was under the idea that the rocket turret was still in the game, just needing a model and some more entity work within hammer to work. No laser guide, sure, but I thought it was functional.

Did they break it further when I wasn't looking?

EDIT:

SPUF wrote:
Our poor friend the rocket turret is in worse shape than ever. When he shoots a rocket, it stays still until the programmed amount of time has passed for it to blow up. A little scripting shows that the velocity setting is fine, it's just not transferring over into real life for some reason. Rockets from any other source (fire_rocket_projectile cheat, prop_rocket_tripwire, placed in map, etc.) work just fine, but rockets fired by npc_rocket_turret just won't budge.

Is this just a problem on my end (possible, considering how I've been messing with files) or is it indeed the DLC's fault?

The very next post reads:

SPUF again wrote:
For anyone who's interested, there's a workaround now:
[url:3fpvdpm3]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1400[/url:3fpvdpm3]

So what's the deal with my old pal?

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vanSulli
994 Posts
Posted Aug 05, 2013
Replied 55 minutes later
The deal is that omi is lazy, as has been foretold by the prophets of the previous posts.
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Sven
306 Posts
Posted Aug 05, 2013
Replied 31 minutes later

vanSulli wrote:
The deal is that omi is lazy, as has been foretold by the prophets of the previous posts.

Who/what is omi? You mean omni? Some forgotten mapping God? Codename for Alfred of Valve because it's cool to hate him?

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vanSulli
994 Posts
Posted Aug 05, 2013
Replied 10 minutes later
Once, he was called omicoder. Now, its just omi.
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Sven
306 Posts
Posted Aug 05, 2013
Replied 1 minutes later

vanSulli wrote:
Once, he was called omicoder. Now, its just omi.

I feel like I'm being left out of the joke.

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Lemonosity
363 Posts
Posted Aug 05, 2013
Replied 4 hours later
You are.
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Sven
306 Posts
Posted Aug 06, 2013
Replied 10 hours later

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p0rtalplayer
1,366 Posts
Posted Aug 06, 2013
Replied 5 hours later
omni - n = omi

it's a maths equation thus it is true

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Sven
306 Posts
Posted Aug 06, 2013
Replied 2 hours later

p0rtalplayer wrote:
omni - n = omi

it's a maths equation thus it is true

Okay, that's great, but what does it have to do with the mod?

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Lemonosity
363 Posts
Posted Aug 06, 2013
Replied 54 minutes later

Sven wrote:

p0rtalplayer wrote:
omni - n = omi

it's a maths equation thus it is true>
Okay, that's great, but what does it have to do with the mod?

Omi was a developer for it.

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Sven
306 Posts
Posted Aug 08, 2013
Replied 2 days later
Surely there is a way to make the rocket turret function correctly again. This mod, along with Project Beta in it's time, were things that I and many others were looking forward to playing. While PB got released it wasn't finished, and it seems like this is going to share it's fate.

I wish the Portal community was still around like it used to be.

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p0rtalplayer
1,366 Posts
Posted Aug 08, 2013
Replied 1 hour later
As far as I'm aware, the entity is useless without proper source code fixes.

Theoretically it would be possible to hack one together with vscripts (and we sort of did) but it's not going to behave exactly the same and probably will lose some basic functionality. Case in point: unless you were really clever with animations somehow, I don't think it would be possible to get the model to actually aim. Or perhaps it is possible, but it would take time and dedication which none of the team members are willing to spare any more it would seem.

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LambdaCore 21
144 Posts
Posted Aug 09, 2013 , Edited Aug 14, 2013
Replied 16 hours later
What the fuck is wrong with you guys?

[youtube:5uvq80en]eHDDWBP3Jyo[/youtube:5uvq80en]

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vanSulli
994 Posts
Posted Aug 09, 2013
Replied 49 minutes later
Would you care to explain what's up with your implementation? Including whether or not it works with portals is also helpful.
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LambdaCore 21
144 Posts
Posted Aug 09, 2013
Replied 42 minutes later
To me it seemed like you don't actually believe that it works in Portal 2.

And yes, it works through portals, too.

Download here: http://www.erikszeug.de/index.php?mc=po ... =instances

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Sven
306 Posts
Posted Aug 09, 2013
Replied 4 hours later

LambdaCore 21 wrote:
To me it seemed like you don't actually believe that it works in Portal 2.

And yes, it works through portals, too.

Download here: http://www.erikszeug.de/index.php?mc=po ... =instances

That's the exact same instance I was testing in my map and I couldn't get it to fire! Tomorrow you must show me this magic!

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