Valve Announces Portal 2

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Re: Valve Announces Portal 2

Postby source-maps on Mon Mar 08, 2010 6:24 pm

don't know exactly but they were talking about some sort of paint you could place on any surface with your portal gun
and it has different colors/effects like 1 type of paint is bouncy :D
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Re: Valve Announces Portal 2

Postby Hollow on Mon Mar 08, 2010 6:35 pm

yeah, one propels you fast along the floor when you walk on it, the other affects other surfaces by giving them trampoline like properties, both dynamically spreading across the surfaces!
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Re: Valve Announces Portal 2

Postby Gary on Mon Mar 08, 2010 6:36 pm

Highly doubt the dynamic liquid. Also, the liquid in the boomer bile jar is just ajiggle bone and they can't have collision.

I did notice the lighting on that one picture, it looked as if they were casting shadows. It's entirely possible valve got off there ass and did something about how it renders dynamic shadows and is optimized. Though it's more likely they just threw a env_projectedtexture in there. I suppose they also could of placed brushes on them, as the render-to-texture shadows that props cast will only show up on brush geometry(or maybe they show up on models now, though I doubt it).
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Re: Valve Announces Portal 2

Postby Surfa on Mon Mar 08, 2010 6:41 pm

If they add light-mapping for models I will jizz my pants.
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Re: Valve Announces Portal 2

Postby Gary on Mon Mar 08, 2010 6:53 pm

It can't be lightmaps, lightmaps are textures that show were static shadows are on brush geometry and static models. This shadows are completely static(well, you can turn their light source off and on).

These shadows would have to be dynamic, casted from a env_projectedtexture or a new light entity that does the same. But if they did that then they would of had to fix the way dynamic shadows are rendered as currently the shadows are grainy and don't handle distance properly.
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Re: Valve Announces Portal 2

Postby Gary on Mon Mar 08, 2010 7:07 pm

trcc wrote:Source and Steam are 2 different things O.o One is an engine, the other is a game distribution system..


I missed your reply.

Also, I know exactly what they are, I know there two different things. I was saying how Source was out of date and Steam was buggy. Notice the "and".


Side note, how will you play Portal on a Mac, besides them never being made to run games(you can't even upgrade them), how will you create the second portal without a right-click?
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Re: Valve Announces Portal 2

Postby Surfa on Mon Mar 08, 2010 7:19 pm

Gary wrote:
trcc wrote:Source and Steam are 2 different things O.o One is an engine, the other is a game distribution system..


I missed your reply.

Also, I know exactly what they are, I know there two different things. I was saying how Source was out of date and Steam was buggy. Notice the "and".


Side note, how will you play Portal on a Mac, besides them never being made to run games(you can't even upgrade them), how will you create the second portal without a right-click?


You know you can plug in any mouse into a mac.

Also my post before had nothing to do with your little ramble at the shadows. Although they could have easily just upgraded some of the lighting features inside of source.
Last edited by Surfa on Mon Mar 08, 2010 7:19 pm, edited 1 time in total.
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Re: Valve Announces Portal 2

Postby Major Banter on Mon Mar 08, 2010 7:19 pm

Gary wrote:how will you create the second portal without a right-click?


This = clever git.
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Re: Valve Announces Portal 2

Postby Mess on Mon Mar 08, 2010 7:58 pm

macs have had right-click for 3 years, you sillys
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Re: Valve Announces Portal 2

Postby Major Banter on Mon Mar 08, 2010 8:06 pm

Because I want to have to reach over to hit ctrl every time I fire another portal. Joy.
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Re: Valve Announces Portal 2

Postby Surfa on Mon Mar 08, 2010 9:00 pm

You know you can plug in any mouse into a mac.
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Re: Valve Announces Portal 2

Postby TicTac on Mon Mar 08, 2010 10:27 pm

The paint is probably a particle system. Think about the molotovs in L4D2, or the spitter's... spit. It's all particle effects, it reacts dynamically with the environment, and it affects the player.
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Re: Valve Announces Portal 2

Postby Dionysos on Mon Mar 08, 2010 11:01 pm

Surfa wrote:You know you can plug in any mouse into a mac.


It's been said like three times now but he doesn't read it :P Apart from that, does anyone have a study showing the percentage of mac vs linux users?
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Re: Valve Announces Portal 2

Postby Corigami on Tue Mar 09, 2010 12:11 am

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Re: Valve Announces Portal 2

Postby joe_rogers_11155 on Tue Mar 09, 2010 1:07 am

You didn't hear it from me

Highlight to read:
- Portal was a 'trial'. Size and assets specifically kept minimal. Had no idea it would be this popular.
- Portal was a 'test bed', Portal 2 is a 'game'.
- GlaDOS returns as the antagonist.
- Chell returns, and we play as her.
- Portal 2 takes place a long time after the original. Hundreds of years, in fact. The complex has overgrown.
- Those orbs seen at the end of Portal are personality orbs. They've cornered off sections of the labs as their own, and are concerned about the decaying state of the complex.
- Portal gun remains unchanged.
- Physics will now be part of portal puzzle solving. EG: A vent that sucks air in can be combined with a portal to 'suck' from a different location. (that's what she said)
- "Paint" mechanic, various liquid substances that cause some reaction. For example, in the demo shown a orange substance on the floor caused Chell to be propelled upwards. Using portals you can apply these 'paints' to other areas of the level for puzzle solving.
- Reflection cubes will allow Chell to reflect lazers for various puzzles.
- The co-op campaign will have you playing as two bipedal robots. The like to hold hands.
- Splitscreen for people playing on the console, and 'picture in picture' available for those playing remote co-op (eg: PC). This allows you to easily communicate with the other player and combine efforts for puzzle solving.
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