Portal 2 Released

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Re: Portal 2 Released

Postby Stormy on Thu Apr 21, 2011 10:40 am

I thought the pacing was off with the SP campaign. They burned through each mechanic way too fast. I would have liked to see more exploration of them. Also they didn't flesh out the characters as much as they should have, and I think Wheatley felt like a secondary character that they focused too much attention on. I would have liked to have three or four companion cores that interact with you about the same amount. In the early videos I remember valve saying wheatley was "just one of the characters you'll be introduced to" in portal 2.

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The green core at the end was awesome, there could have been a whole 5 chapters with his character alone


Also Ricky Gervais would have made a far better wheatley. The dude who did the voice was obviously trying to impersonate him.

BUT that all said, it was awesome and well worth my money. I hope it's not too long a wait for the tools update.
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Re: Portal 2 Released

Postby Gradius on Thu Apr 21, 2011 11:56 am

Considering that Merchant is Gervais' writing partner on both the Office and Extras I think the "impersonate him" criticism falls short. Not that I really liked Wheatley, but Gervais would not have improved that
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Re: Portal 2 Released

Postby dark0r on Thu Apr 21, 2011 3:41 pm

Gary wrote: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.

Hey gary, it's me :D

Just want to correct you here, you can have more than one active, but only one will actually cast shadows. The texture/light IS being projected, but no shadows are cast. Run around any level, look at a dark place and do "createflashlight" in console, you'll see what I mean!

Also what toolset are you using to make maps for Portal 2?
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Re: Portal 2 Released

Postby MayheM on Thu Apr 21, 2011 5:25 pm

Ok, I beat the game last night and was instantly invited to play multiplayer. The single player was a blast, I LOVED the multiplayer. I got a freaking ab workout I was laughing so hard. Not at the scripted story, but the mistakes and many ways you can mess with the other player. I played until 1:30 last night and could not sleep because I kept thinking of all the fun possibilities when creating levels for this game. I can not wait to see what everyone builds...
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Re: Portal 2 Released

Postby Gary on Thu Apr 21, 2011 7:28 pm

dark0r wrote:Hey gary, it's me :D

Just want to correct you here, you can have more than one active, but only one will actually cast shadows. The texture/light IS being projected, but no shadows are cast. Run around any level, look at a dark place and do "createflashlight" in console, you'll see what I mean!

Also what toolset are you using to make maps for Portal 2?



Always nice to hear from you. In my tests it completely deactivated the other lights, not just disable the shadows. Also, funny thing is, createflashlight was the first thing I did to test and it shut down the env_projectedtexture that was already active and when I went to turn the other light back on, it killed the flashlight I spawned.

I used the Source SDK (2009 build tools) under the Portal(1) config. I can make/build them and move over the bsp. You can also grab any entity name with console in-game, you can easily get their keyvalues/inputs/outputs with ent_info and ent_dump. I suppose you can also extract all the content, but these models might not work in 2009 Hammer.
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Re: Portal 2 Released

Postby dark0r on Thu Apr 21, 2011 9:38 pm

Gary wrote:
dark0r wrote:Hey gary, it's me :D

Just want to correct you here, you can have more than one active, but only one will actually cast shadows. The texture/light IS being projected, but no shadows are cast. Run around any level, look at a dark place and do "createflashlight" in console, you'll see what I mean!

Also what toolset are you using to make maps for Portal 2?



Always nice to hear from you. In my tests it completely deactivated the other lights, not just disable the shadows. Also, funny thing is, createflashlight was the first thing I did to test and it shut down the env_projectedtexture that was already active and when I went to turn the other light back on, it killed the flashlight I spawned.

I used the Source SDK (2009 build tools) under the Portal(1) config. I can make/build them and move over the bsp. You can also grab any entity name with console in-game, you can easily get their keyvalues/inputs/outputs with ent_info and ent_dump. I suppose you can also extract all the content, but these models might not work in 2009 Hammer.

Might have been me being a tool come to think of it :/ I tried it on the level where there's the massive hatch in the ceiling and you have to hit HATCH OVERRIDE. There probably wasn't any projected textures in the room then by what you're saying, thanks for the heads up :D
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Re: Portal 2 Released

Postby Stormy on Thu Apr 21, 2011 10:40 pm

Gradius wrote:Considering that Merchant is Gervais' writing partner on both the Office and Extras I think the "impersonate him" criticism falls short. Not that I really liked Wheatley, but Gervais would not have improved that



Well then, that would explain the glaring similarities I guess.
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Re: Portal 2 Released

Postby Ark11 on Thu Apr 21, 2011 10:52 pm

Gradius wrote:Considering that Merchant is Gervais' writing partner on both the Office and Extras I think the "impersonate him" criticism falls short. Not that I really liked Wheatley, but Gervais would not have improved that

Whats with all this 'I don't like Wheatley' stuff. I liked Wheatley.
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Re: Portal 2 Released

Postby MayheM on Thu Apr 21, 2011 11:25 pm

Yeah I'm not sure why people don't like Wheatley. He was voiced well and was just as well written. Though truth be told I like the kind of humor used and it lends itself very well to a UK accent. I say UK because at times it sounds Scottish, and I do not want to offend... Accents are funny things, multiple regions can sound so vastly different while speaking the exact same language.

Anyway, I don't know if I found a single thing I would have changed in this game.
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Re: Portal 2 Released

Postby Plague on Thu Apr 21, 2011 11:48 pm

MayheM wrote:Anyway, I don't know if I found a single thing I would have changed in this game.


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Re: Portal 2 Released

Postby joe_rogers_11155 on Fri Apr 22, 2011 3:34 pm

dark0r wrote:
Gary wrote:
dark0r wrote:Hey gary, it's me :D

Just want to correct you here, you can have more than one active, but only one will actually cast shadows. The texture/light IS being projected, but no shadows are cast. Run around any level, look at a dark place and do "createflashlight" in console, you'll see what I mean!

Also what toolset are you using to make maps for Portal 2?



Always nice to hear from you. In my tests it completely deactivated the other lights, not just disable the shadows. Also, funny thing is, createflashlight was the first thing I did to test and it shut down the env_projectedtexture that was already active and when I went to turn the other light back on, it killed the flashlight I spawned.

I used the Source SDK (2009 build tools) under the Portal(1) config. I can make/build them and move over the bsp. You can also grab any entity name with console in-game, you can easily get their keyvalues/inputs/outputs with ent_info and ent_dump. I suppose you can also extract all the content, but these models might not work in 2009 Hammer.

Might have been me being a tool come to think of it :/ I tried it on the level where there's the massive hatch in the ceiling and you have to hit HATCH OVERRIDE. There probably wasn't any projected textures in the room then by what you're saying, thanks for the heads up :D


@darkor, the map with a hatch on the ceiling has a projected texture inside the hatch...when you open it, the light pours in from behind the giant door and an elevator descends.

@gary, I took a quick look inside the portal 2 cgf to find content...as far as i can tell, everything is locked inside a bunch of vpk's, including models, props, sounds, everything. so how would we possibly go about extracting that content from the vpk's?
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Re: Portal 2 Released

Postby MayheM on Fri Apr 22, 2011 3:49 pm

The power of Portal 2...

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I am bothered by the poorly written first sentence. Needs more have...

Back on topic, maybe they will release some of the other levels and have the diversity vents added in updates. We know Valve is good with giving us goodies if we buy their games.
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Re: Portal 2 Released

Postby stoopdapoop on Fri Apr 22, 2011 4:05 pm

that was confirmed fake D:
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Re: Portal 2 Released

Postby MayheM on Fri Apr 22, 2011 5:36 pm

Well that's a good thing. One would hope a teacher would not send out a message like that you kids. Regardless of it being fake, it is funny...
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Re: Portal 2 Released

Postby ROFLhacks on Fri Apr 22, 2011 5:46 pm

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Fortune tellers make a killing nowadays
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