Portal 2 Released

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Re: Portal 2 Released

Postby mat_de_b on Wed Apr 20, 2011 12:02 pm

just finished the single player, didn't find it anywhere near as interesting as the first... I thought Stephen Merchant was annoying and unfunny :S a lot of the game was spent out of test chambers, which although cool for the story meant that there weren't as many complicated puzzles... I want some advanced chambers :)
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Re: Portal 2 Released

Postby MayheM on Wed Apr 20, 2011 3:00 pm

Ok question...

Is that dynamic light I am seeing or is it simulated? Some areas look as though it would be too difficult to simulate and far more complicated than a light_dynamic could handle.
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Re: Portal 2 Released

Postby cheesemoo0 on Wed Apr 20, 2011 3:35 pm

mat_de_b wrote:just finished the single player, didn't find it anywhere near as interesting as the first... I thought Stephen Merchant was annoying and unfunny :S a lot of the game was spent out of test chambers, which although cool for the story meant that there weren't as many complicated puzzles... I want some advanced chambers :)


That's unfortunate that you don't enjoy that type of humor. I found Wheatley hilarious the whole time, but I really enjoy that kind of stuff.
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Re: Portal 2 Released

Postby Plague on Wed Apr 20, 2011 3:43 pm

MayheM wrote:Ok question...

Is that dynamic light I am seeing or is it simulated? Some areas look as though it would be too difficult to simulate and far more complicated than a light_dynamic could handle.



I think it might be, but I'm no expert on it.

Seems to be used a ton more often now, which if its not some form of trickery means they must have optimized it quite a bit.
I'm on my new computer, my old one would be shitting its self if the old dynamic lights were being used that much.
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Re: Portal 2 Released

Postby Gary on Wed Apr 20, 2011 8:08 pm

They did something to the projectedtextures, according to r_flashlightdepthres, it's set at 1024. I would need at least a depth of 2048 to get shadows as accurate as though. Sadly, there is only one active at a time though, they keep switching them on and off. I will be looking into this, but it's hard to tell as I don't have access to code. I do have to say though, for a game that looks as good as this, it runs very well, often it's at 60fps for me, only real lag I get is with the fluids, do much starts breaking the game.


Also, overall, I very much enjoyed the SP(yet to play MP), very new and refreshing as well as unexpected. Wasn't to fond of the thousands of loading screens, but that didn't hurt the game to much.
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Re: Portal 2 Released

Postby Gary on Wed Apr 20, 2011 8:34 pm

Anyone try looking at all the maps?

I just found "e1912" which is like a trailer.
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Re: Portal 2 Released

Postby Ark11 on Wed Apr 20, 2011 8:38 pm

I think Valve scraped that Vacuum Tube mechanic? I didn't see any in the game.
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Re: Portal 2 Released

Postby ad_hominem on Wed Apr 20, 2011 8:43 pm

Gary wrote:Anyone try looking at all the maps?

I just found "e1912" which is like a trailer.

You can access that normally in the extras menu - it's an interactive teaser for the film Super 8.
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Re: Portal 2 Released

Postby source-maps on Wed Apr 20, 2011 10:50 pm

Ark11 wrote:I think Valve scraped that Vacuum Tube mechanic? I didn't see any in the game.


2bad, I was really looking forward to sucking up some of those sentries.. if we are lucky they might still add it later on as DLC or something if they find new use for it maybe.


anyway, awesome ending of the Single player.. still so many unanswered questions about the world tho.
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Re: Portal 2 Released

Postby Gary on Thu Apr 21, 2011 1:12 am

Updated the env_projectedtexture page.

Portal 2 changes I can see so far:

No more light bleeding around props.
More accurate(?)
Better shadow filtering(grain/soft shadows)
Can NOT have more then one at a time active.(Stupid right?)
New inputs, only one I can get an effect out of is SetPattern which does exactly what the light's one dos. (This is useful for flicking lights and such)
Doesn't screw up portals (duh)
Still doesn't project onto viewmodels(wtf)
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Re: Portal 2 Released

Postby Plague on Thu Apr 21, 2011 1:27 am

Gary wrote:Can NOT have more then one at a time active.(Stupid right?))


Can we be sure of this currently?
It might be Valve optimizing for a wider range of computers.
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Re: Portal 2 Released

Postby Ark11 on Thu Apr 21, 2011 1:44 am

I played through the whole game now, singleplayer was awesome. Coop was fun but it doesn't feel complete, coop feels more like 'Part 1' of something bigger.
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Re: Portal 2 Released

Postby Gary on Thu Apr 21, 2011 1:45 am

I already tried in my own map with two projectedtextures, when one turns on, it forces the other off.

I also spawned a Wheatley, turned his flashlight on(it spawns a env_projectedtexture) then spawned another Wheatley and turned his light on and it forced the other one's light to stop working properly.

You can go and turn on r_flashlight_info, it will always show only one.
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Re: Portal 2 Released

Postby no00dylan on Thu Apr 21, 2011 2:40 am

I loved the robots reaction at the end of coop!
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Re: Portal 2 Released

Postby stoopdapoop on Thu Apr 21, 2011 10:34 am

has anyone NOT PLAYED CO-OP yet? I need the achievement for playing with someone who hasn't played yet.

If so, add me on steam, and let me finish training with you D:

Edit: nevermind, Zip help me get it. I wish I could delete posts D:
Last edited by stoopdapoop on Thu Apr 21, 2011 10:54 am, edited 1 time in total.
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