Factum Solus - Portal Mod

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Re: Factum Solus - Portal Mod

Postby Smurftyours on Wed Aug 11, 2010 5:01 pm

Thats map related, I had the "AI disabled" pop up in some of the maps the interloper's community made when I died and would have to restart the whole map.
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Wed Aug 11, 2010 9:20 pm

How do one fix this? I had the problem on map transitions. After a day or two of looking for a solution I found that adding a info_node might help. It did. Atleast for the transitions.
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Re: Factum Solus - Portal Mod

Postby jgoodroad on Thu Aug 12, 2010 1:28 am

well I liked the map, but I have a few problems.

in the first three rooms I had texture gliches where a texture would freak out, the last of these first 3 rooms was really bad because falling in the pit lead to a super-rave-white-nodraw-glitch. all the maps felt a bit laggy and I think you have way too many particles for my hamster-powered computer to run smoothly, in fact in the fire room it was like watching the matrix at 2 frames a second.

I think you need more testers, and you need to work on optimizing... and less projected textures? are they really that important?

on the bright side I like the style, it reminds me of a 2d game I played called "Jimmys unlikely ressurection" where almost everything would kill you. so all the problems I had were, at most, mechanical... but I feel you should try refitting ep2 to be smoother then ep1 (I.E. perhaps you remove those end level cutscenes where you see chell fly up a metal shaft and just let it be in first person. and cut down on the dust particles and projected textures.)
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Mon Aug 16, 2010 7:51 pm

Media bump. Ep2 stuff coming! Although the textures are not


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Re: Factum Solus - Portal Mod

Postby Plague on Mon Aug 16, 2010 8:33 pm

I would love to know you're method for the excursion tunnel!
Everything is looking great!
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Mon Aug 16, 2010 10:01 pm

Wow, you essentailly coded the Eccursion Funnel! Add a few sound effects and it's a green replica! And the NPC portaller is even cooler! It's hard to hear your voice though, is she coded to use the portalgun,and her animation somehow actviates the gun's firing? Or is the gun hardcoded into her model and it has the firing mecahnism from the orginal gun?

Now all I need to see is getting NPC's through Portals and my dreams will come true. I assume you'll figure this out eventually with the girl.

If you can acomplish the above and make well designed puzzles, your mod will outclass Portal: Prelude. (At least in my opinion)
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Mon Aug 16, 2010 11:06 pm

I can make npcs go through portals.
Also I explain in the video how the shooting is done, so just turn up the volume :p
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Re: Factum Solus - Portal Mod

Postby Chopium on Mon Aug 16, 2010 11:31 pm

I really like the new mechanics. I think it would be cool to get some peeks outside, like walking through a massive security room with monitors and seeing outside the labs a bit.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Mon Aug 16, 2010 11:35 pm

Fearlezz wrote:I can make npcs go through portals.
Also I explain in the video how the shooting is done, so just turn up the volume :p



:shock: HOW?! I cannot get an NPC to go through a portal! (I mean WALK through, not like chucking a turret through.)

And I did but, no offense, your voice either was noise-ifed or slurry. Or a very thick accent.

EDIT: Never mind, I caught it, replacement for shotgun, and the actual portals come from an invsible Portal gun Parented to her. (I assume the gun is set to not render?)
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Re: Factum Solus - Portal Mod

Postby Generalvivi on Tue Aug 17, 2010 2:49 am

nice stuff you got there man, not exactly sure how you pulled off the tunnel. would love to find out exactly what entities were used there.
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Re: Factum Solus - Portal Mod

Postby Gary on Tue Aug 17, 2010 2:57 am

Wait, I could of sworn env_projectedtexture was broken in Portal...
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Re: Factum Solus - Portal Mod

Postby poisonic on Tue Aug 17, 2010 3:10 am

cool stuf i like that green thing :P
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Tue Aug 17, 2010 3:34 am

Gary wrote:Wait, I could of sworn env_projectedtexture was broken in Portal...


That explains why my attempt to use it failed...

That and there's no input to say what texture to use so it defaults to nothing.
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Re: Factum Solus - Portal Mod

Postby Plague on Tue Aug 17, 2010 5:21 am

Plague wrote:I would love to know you're method for the excursion tunnel!
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 Tue Aug 17, 2010 12:11 pm

Groxkiller585 wrote:
Fearlezz wrote:I can make npcs go through portals.
Also I explain in the video how the shooting is done, so just turn up the volume :p



:shock: HOW?! I cannot get an NPC to go through a portal! (I mean WALK through, not like chucking a turret through.)

And I did but, no offense, your voice either was noise-ifed or slurry. Or a very thick accent.

EDIT: Never mind, I caught it, replacement for shotgun, and the actual portals come from an invsible Portal gun Parented to her. (I assume the gun is set to not render?)

Yeah its something to do with path tracks, havent made it working exactly but I know its possible.

Generalvivi wrote:nice stuff you got there man, not exactly sure how you pulled off the tunnel. would love to find out exactly what entities were used there.

trigger_vphysic_motion and trigger_push.
Alot of experimenting with values on the vphysic_motion to get it working as good as possible D:
I would use trigger_gravity instead, but it doesnt work correctly in Portal.

Gary wrote:Wait, I could of sworn env_projectedtexture was broken in Portal...

It is. However, creating a mod for Portal magically fixes that. Somehow, dont know. Although only one per map is allowed.
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