[SP] Portal Stories Mel: Past Power

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Szieve
158 Posts
Posted Jan 30, 2012
Replied 26 minutes later
I've had the same issues on my mac.. downloaded The Core sometime ago, and that was unplayable as well.. Played great on one of the Pcs' at my shop tho...
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Lpfreaky90
2,842 Posts
Posted Jan 30, 2012
Replied 12 minutes later

Szieve wrote:
I've had the same issues on my mac.. downloaded The Core sometime ago, and that was unplayable as well.. Played great on one of the Pcs' at my shop tho...

As said before, it's a known issue for macs... Moth is looking into it!

Hopefully a fix for macs will be out soon

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doud_ftc
16 Posts
Posted Jan 30, 2012
Replied 43 minutes later
The point about trouble on Mac OS has already been made, but to be thorough, here is what we see when we click on the Stories Demo in the Steam window:

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soad667
86 Posts
Posted Jan 30, 2012
Replied 5 minutes later
Just finished it and i loved it!

The fps was noticeable at some areas but i didn't bother much since i was prepared by the posts in here. Not that the... fps explosion when i triggered the blue gel didn't scare me.

Anyway, great work so far, can't wait to see the full mod. Now i'll track this on moddb with even more passion.

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quatrus
1,047 Posts
Posted Jan 30, 2012
Replied 2 hours later
Fabulous start to your longer mod....the old style is a personal favorite...
Obvious that I needed blue gel to finish, but where had me stumped for quite a while - kind of hard to find.
Thanks for creating.....look forward to more...
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spongylover123
944 Posts
Posted Jan 30, 2012
Replied 49 minutes later

MissStabby wrote:
Moth wrote:

I went detail-crazy and made a displacement cave

would you be able to tell how to create one, or where to find tutorials about them?

Check here:

mapping-help/how-do-i-make-cave-walls-t5469.html

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TheCakeIsASpy
75 Posts
Posted Jan 31, 2012
Replied 3 hours later
With much lag, I could run the map without crashing, though I have some old intel card from 2007.
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PCdoc
245 Posts
Posted Jan 31, 2012
Replied 53 minutes later
The demo was superb - what a wonderful and intriguing environment.
I did not want it to end. The puzzles were easy which is one thing I have noticed on these mega-mods. You should try to add difficulty if possible.

The lag is a problem. I have a fast ASrock P67 Mobo with an i7-2600 Sandy-bridge CPU, and an m4 SSD. But it still had significant lag that started when I left the first room and entered the orange gel room. For me it was still perfectly playable . . but on an average PC it might really be too slow.

I think #### you might want to remove the fire. That often causes significant lag and I suspect that is the main culprit.

My fps started out fine then dipped way down to 15 fps as I left the first room on the lowered catwalk. It did get a bit better later (about 22 fps) but still was kinda jerky.
Still - great job, a lot of fun, and the place is a fantasy world that feels like a storybook.

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Moth
225 Posts
Posted Jan 31, 2012
Replied 4 hours later
Reporting your lag experiences is only helpful to us if you attach details of your video hardware.
Integrated graphics (ie: onboard) are obviously not up to the job of rendering this map, which is why the mod has its own seperate graphics settings
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Djinndrache
1,442 Posts
Posted Jan 31, 2012
Replied 1 hour later
Can't share the complaints about lag or fps loss. I'm having solid 60 fps while recording (fixed rate, due to recording settings) and 100+ while not recording (sometimes dropping down to 90-ish, but that's not laggy at all). Always going with max graphical settings.

Here is my recorded run:

jKkmUjzmSbs
(Link: http://www.youtube.com/watch?v=jKkmUjzmSbs)

However, it's not really a blindrun this time because I'm one of lpfreaky90's playtesters.

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co0op
114 Posts
Posted Jan 31, 2012
Replied 18 minutes later

Interesting map, certainly looking forward to more of it. I had no problems with the framerate.
Puzzles here are very easy, (the most difficult thing to do is probably to find the blue colour,) but since it's the beginning of a mappack I don't mind it if the difficulty increases from here on.
5/5 and thank you for mapping!
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Lpfreaky90
2,842 Posts
Posted Jan 31, 2012
Replied 4 hours later

Djinndrache wrote:
Can't share the complaints about lag or fps loss. I'm having solid 60 fps while recording (fixed rate, due to recording settings) and 100+ while not recording (sometimes dropping down to 90-ish, but that's not laggy at all). Always going with max graphical settings.

Here is my recorded run:

jKkmUjzmSbs
(Link: http://www.youtube.com/watch?v=jKkmUjzmSbs)

However, it's not really a blindrun this time because I'm one of lpfreaky90's playtesters.

Thanks for the video I should try and fix the problem with the button (that's an unintended shortcut )

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dinnesch
105 Posts
Posted Jan 31, 2012
Replied 1 hour later
High quality stuff, definitely a 5/5. Great style too. Looking forward to more in this series! Some (very picky) thoughts:
- You can press the small button by standing on 2 cubes and jumping. First thing that came to my mind, can't help it.
- Why does this same button have arrows with "PUMP STATION" pointing to it when it actually opens a door?
- This wall said "jump on me, jump on me" and I said "okay" and then the invisible wall above it said "nope, I'll make you fall down instead. Haha."
- The door behind the blue paint button is kind of hidden, when you walk into the room you can hardly see that it's possible to walk to it over the walkway and you don't directly see it opening when you press the button, causing players to go back through the panels instead.
- You can skip the final jump
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Lpfreaky90
2,842 Posts
Posted Jan 31, 2012
Replied 3 hours later
Hey dinnesch, glad you like the map
- Good point! That's fixed in version 1.1 (will be uploaded later)
- The arrow was there to point you there, but since it's confusing I've changed it a bit:
(hammer screenshot:)

- Muhahahaha! Invisible wall 1, dinnesch 0 (EDIT: It's there to avoid people to get stuck )
- Very good point, I'll fix that.
- Nice find I think I'm gonna leave that there, it's something that might be useful for speedruns
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WhiteTea
1 Posts
Posted Jan 31, 2012
Replied 47 minutes later
looks awesome, but do you have any instructions for people who don't use steam? tried messing around with things like here:
http://www.youtube.com/watch?v=BYKKN5Z6pmI
but didn't really work
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Lpfreaky90
2,842 Posts
Posted Jan 31, 2012
Replied 31 minutes later

WhiteTea wrote:
looks awesome, but do you have any instructions for people who don't use steam? tried messing around with things like here:
http://www.youtube.com/watch?v=BYKKN5Z6pmI
but didn't really work

You really need portal 2. Legal version to play this map. And legal version has steam must have steam!
So sorry, I can't and I won't help you with that. If you want to play this mod and don't want to pay $30,- for a very good game with a very good community providing extra stuff for free: wait till it's on steam sale ('round easter portal 2 will most likely be for sale for like $5-$15. So that gives you quite a few weeks to save your money to buy this great game

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Jishdefish
9 Posts
Posted Feb 01, 2012
Replied 23 hours later
Very interesting and fun map. I can't wait for the full mod.
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Random
171 Posts
Posted Feb 02, 2012
Replied 1 day later
I was surprised at the lack of mentioned lag because my laptop gets pretty terrible on Portal 2's single-player, but there was almost no lag here.

Very well made and it looks nice. As others have said, it is extremely easy and I hope the puzzles get more difficult throughout the mod.
You can shoot up to here in the beginning of the map, completely skipping the first two rooms. It looks like you tried to put a block in the way but it really didn't work to prevent anything.
I don't think you really need the orange gel to reach the button, but I didn't actually try it.
It was slightly ambiguous where to go to find the blue gel room. At first I thought I was supposed to fling to the landing in front of the vault, because of that convenient panel.

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Lpfreaky90
2,842 Posts
Posted Feb 02, 2012
Replied 49 minutes later

Random wrote:
I was surprised at the lack of mentioned lag because my laptop gets pretty terrible on Portal 2's single-player, but there was almost no lag here.

no lag is always good

Random wrote:
Very well made and it looks nice. As others have said, it is extremely easy and I hope the puzzles get more difficult throughout the mod.

They will! Believe me... ...they will!

Random wrote:
You can shoot up to here in the beginning of the map, completely skipping the first two rooms. It looks like you tried to put a block in the way but it really didn't work to prevent anything.

that's really odd, there is supposed to be a panel in front of that pannel that is removed when you press the button for the orange gel. I will look into it.

Random wrote:
I don't think you really need the orange gel to reach the button, but I didn't actually try it.

This has been mentioned before, and it will be fixed in the next version.

Random wrote:
It was slightly ambiguous where to go to find the blue gel room.

noted.

Random wrote:
At first I thought I was supposed to fling to the landing in front of the vault, because of that convenient panel.

thas is actually the rotating panel from the first room. I think I'll close it.

Awesome feedback

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Lpfreaky90
2,842 Posts
Posted Feb 02, 2012
Replied 2 hours later
I just released an update for this map.

Changes in version 1.1:
- removed some of the files that weren't used in the demo. (therby reducing the file size with 20MB)
- Added a visual clue to what a certain button would do.
- Did some optimization improvements.
- Fixed a solution where you could stack two cubes, thereby bypassing the intended solution.
- Fixed a solution where you would only need one cube to solve the map.
- Hid a white surface from the outside to avoid confusion.
- Removed a confusing texture
- Removed a strange looking texture. Might be replaced when I've created a good looking alternative version
- Removed my own configurations settings.

If you want to use your normal portal 2 settings: copy from stteam/steamapps/common/portal 2/portal2/cfg the config.cfg and videodefaults.txt files and copy them to your Steam\steamapps\sourcemods\portal_stories_demo\cfg folder.

Or just use the normal options menu

Hope you'll like this update