Factum Solus - Portal Mod

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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Aug 19, 2010 5:29 pm

Plague wrote:There is a velocity limit, you might be hitting it.
Or you're turret is having his issue and is still asleep.



Found out I made that limit 0.1, explains why it loked like nothing moved. It did, just very very slowly lol.

Anyway I fixed it, third time's a charm...

EDIT: Or not. Now it works but everything's off by an angle: if it rises it goes off by about 45 degrees up. Making the angle velocity maximum 0 should fix this though. Still can't stay in the feild for long without dropping.
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Fri Aug 20, 2010 2:19 pm

Please continue this discussing, it might help me.

Ill try to help it anyway I can. Like I said, there is alot of experimentnation with the vphysics_motion entity
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Fri Aug 20, 2010 2:22 pm

Fearlezz wrote:Please continue this discussing, it might help me.

Ill try to help it anyway I can. Like I said, there is alot of experimentnation with the vphysics_motion entity


Well if you explain the setting for vphysics_motion that you have I can work off of that and tweak it to see if I can get better results.

I'm fairly certain you didn't use density over 50 because then it gets too slow. Also the vphysics_motion won't move objects correctly (they always go up), did you put another entity inside it that moves things along?
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Fri Aug 20, 2010 6:10 pm

Yes I used a trigger_push to push in the right direction. And I set max velocity to 60. This means that no object will ever move faster then 60 inches per second.
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Re: Factum Solus - Portal Mod

Postby Plague on Fri Aug 20, 2010 6:15 pm

How did you get the orientation of the tunnel to change depending on the orientation of the portal?
My attempt and Groxx's both had the trigger retain it orientation.

In my case it only worked off a wall and his case had it only work on the floor(?).
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Fri Aug 20, 2010 6:30 pm

Plague wrote:How did you get the orientation of the tunnel to change depending on the orientation of the portal?
My attempt and Groxx's both had the trigger retain it orientation.

In my case it only worked off a wall and his case had it only work on the floor(?).


Mine worked everywhere, it just moved it in an odd way. But a trigger_push INSIDE it would easily fix that, as i've found those DO change orientation.

Also I figured out why it doesn't work: Vphysics_motion's linear force asks which direction to go, no matter what shape it is. If it flips it will still go one way, because it is programmed to go that way no matter what.

Think of it like a ball, and there's a wind maker in it that is static. No matter how much the ball rotates the air is still being pushed in one direction my the wind maker.

60 seems to be a good value, I had 50. I'll try 60 (and add a trigger_push inside it). I'll also get rid of the linear force, it's not helping the matter at all.

My question is what EXACTLY did you do so the player won't just fall out of the funnel? No matter what I do I can't stay in the funnel. I can slow the drop but all I'm really doing to slowing down the whole process as I don't get any farther than before.

At this rate my first released map will be a portal 2 one lol.
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Re: Factum Solus - Portal Mod

Postby Plague on Fri Aug 20, 2010 9:29 pm

High Speed on the push and high drag on the motion??
But i get what you mean now.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Fri Aug 20, 2010 9:31 pm

You know I would love to help you guys, but would I anymore it would steal attention from the mod, which I dont want to. I hope you can understand and respect that :)
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Re: Factum Solus - Portal Mod

Postby Plague on Fri Aug 20, 2010 9:45 pm

All we need is an example vmf and we could do the rest for ya XD.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Sat Aug 21, 2010 1:02 am

Plague wrote:All we need is an example vmf and we could do the rest for ya XD.



This, just a small prefab of the funnel would do.

But if it's holding back from the mod then I guess we can wait, I don't wanna slow dwon progress on that. :D
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Re: Factum Solus - Portal Mod

Postby Ibanez on Fri Aug 27, 2010 5:20 pm

I feel like an idiot, but I just can't figure out how to beat the chamber with the moving floor that makes ben go happy face. I got that button down below that makes the wall pop out, but after that, I don't know what to do with it. :(

I can tell that the floors stopping lets me know I have to fling myself, but I don't know where to. The only place to go is where the button is, but I could just get there with a portal and there's nothing there.
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Re: Factum Solus - Portal Mod

Postby Furling on Sat Aug 28, 2010 5:14 pm

Finally got down to playing this, was quite fun

Right off the start (before I forget heh) a few things you might not be aware of:
1) in the first room, if you use one of the wall tiles on the button and take the cube with you, you can block the door with it causing a hall of mirrors effect
2) in the room where you first see the girl trough the portal, if you go halfway into the portal and then go back, you'll get stuck because the blue portal will move on
3) If you walk trough this portal I just mentioned, there's a door on the left. It probably doesn't have collision, because you can go inside it (a brush stops you from going further, but still)
4) the turrets got stuck in the vent thing that drops them down. This isn't a problem really since you don't use them, but a few rooms later the same thing happened to the cube (luckily managed to jump-snatch it out of it)

All in all I got to say I enjoyed the first episode and I am looking forward to Episode 2 :smt023
keep up the good work
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Re: Factum Solus - Portal Mod

Postby joe_rogers_11155 on Sat Aug 28, 2010 10:23 pm

Furling wrote:1) in the first room, if you use one of the wall tiles on the button and take the cube with you, you can block the door with it causing a hall of mirrors effect
2) in the room where you first see the girl trough the portal, if you go halfway into the portal and then go back, you'll get stuck because the blue portal will move on
3) If you walk trough this portal I just mentioned, there's a door on the left. It probably doesn't have collision, because you can go inside it (a brush stops you from going further, but still)
4) the turrets got stuck in the vent thing that drops them down. This isn't a problem really since you don't use them, but a few rooms later the same thing happened to the cube (luckily managed to jump-snatch it out of it)


stuff like that made me want to stop playing altogether. its called playtesting. there are numerous other problems with this mod right now that need to be addressed.
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Here's another project of mine... Assault on Overwatch
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Re: Factum Solus - Portal Mod

Postby xenoverse on Mon Aug 30, 2010 9:43 pm

When was this 1st episode of Factum Solus released?
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Re: Factum Solus - Portal Mod

Postby Major Banter on Mon Aug 30, 2010 9:53 pm

I was impressed with the quality of the mod, but in terms of gameplay it was dire. Mapping was also uninspired and the puzzles hard to comprehend.

Felt like a series of set-pieces and was extremely difficult simply because it broke the rules of Portal where it sought not to. Badly designed, with excessive effort put into impressing the player.

No flow either, which I expect from a Portal mod. Neither was the puzzling interesting - it was downright difficult, with obvious solutions but unfair consequences such as death for a minor error. Pressure was placed on the player without having taught them the solution to thier challenge.

Overkill on multiple occurences. The epic-floor room could have been so much more, but was instead a very boring, very annoying and very stupid set piece. The amount of effort and design should have also been placed into the actual gameplay element, which let the whole room down greatly. Throw in a totally unneeded turret for added distraction and "piss off" factor, and it became a farce. Noclipped out within two minutes.

Also, it was bland in terms of mapping. Hideously bland. No texture variation, no height variation. Inadequate testing of timing as well; got killed by several "rebuilding rooms", rather than enjoying the show.

So much effort was placed into this, with custom voices, music and so on, but the gameplay was so bad it ruined it for me. It was frustrating, infuriating and boring.

My advice: plan, plan, plan. Playtest thoroughly with all grades of Portal player.

There's a difference between challenging and downright hard.
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