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Resizeable World Portal #574
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I could use glass like this. Three problems:
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Another problem is the world portal light holes in P1. |
That also explains why you can see through the walls in my Aperture Tag for Portal 1 maps, because they use a lot of worldportal lights. |
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@Luke18033
Whut? Light is pre-calculated at compile time.
Too many conditions to code around, even if they could be implemented, they might stop someone's puzzle that would have worked fine. Fewer restrictions is always better. |
@BenVlodgi "worldportal lights" refers to the worldportal light holes stylevar for P1. I used a ton of light holes in those maps, so the rendering broke. |
@BenVlodgi Restrictions 1 and 3 should still apply, but restriction 2 can be removed. Maybe just put a warning in the item description that looking at too many activated worldportals breaks the rendering. |
Why stop a world portal if its really large? I just think everyone should embrace the Hammer Master Race |
Yeah, I guess. |
So just Number 3 then? |
Wait, what's the "hammer master race"? |
Well, Hammer is better than anything PeTI can hope to achieve... |
@BenVlodgi If you think that, then why you are wasting your time developing this mod? Instead develping this, you should make P2 authoring tool tutorials if you think everyone should join the hammer master race. |
Because dumbasses like me can't make the sendificator and such in hammer |
@Enterpise when do you think the last time I made a code commit to this project was? BEEmod/BEE2.4@79c169c (Sep 25, 2014) xD
I don't have the source code for that, although, I really do wish to complete a pre-compiler that will collapse instances. I'd love to have this conversation in the chat though :) Maybe you could make some suggestions for improvements for Hammer, personally I'm not sure what I'd change if I had the chance. |
@Konclan isn't it just an instance? |
@BenVlodgi @Konclan @TeamSpen210 @Enterpise Alright, I didn't open an issue about resizeable worldportals just to have it turn into an argument that everyone should be using Hammer. I think I'm going to close this and copy the original comment to a new issue. |
Leave this one open, no need to make more issues for the same thing. No-one had even posted here in a week |
@BenVlodgi But I'd prefer if we talked less about Hammer and more about resizeable worldportals! |
You know, maybe someday somebody will make an external editor tool which was like a combination of Hammer and the PeTI. |
@Luke18033 That's my dream. |
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Do you actually know how to do it? Like change the limit of items, add more items, styles? |
Actually, I should have said that it won't be STARTED for a while. I'd most likely need experience with Hammer's compiler before I could make it. I have no idea how to use Hammer. |
My estimate is that you probably will start making around 2017. It does take a bit of time to learn hammer. |
Luckily, I've found a whole playlist of Hammer tutorials on YouTube. |
@Luke18033 A puzzle maker plus would be great but to change a few things like a built in style changer you'd need access to the games source code which we can't get I already asked @TeamSpen210 yesterday if it was possible and he said it wasn't |
@ZombiePwner1 It will be a separate program. |
Technically it is possible to get the source code if you are a Valve Employee. |
Or if a Valve employee gives it to you |
@Luke18033 That would probably only happen if you pay them £300 or something. |
@Luke18033 @TheDarkBomber you can get the source code for $25,000 |
@TheDarkBomber We're not using the Surface Division Field. Stop asking for it. |
@TeamSpen210 Borders shouldn't be generated at all, actually. Doing that will make this easier to implement, since you won't need to re-create the glass border code. |
We can just use the Surface Division Field 👍 💯 🇬🇱 |
Absolutely implement the SDF. |
@Endermage77 I've suggested before making it a standing fizzler. I'd love to see this item in action.
Let's get this bake sale started! The worldportal has its use, primarily in making those confusing and wacky nonEuclidean levels. It shouldn't be a replacement for any other worldportal item, as they have their uses. |
I know! I LOVE non-Euclidean levels. It's my favorite way to go. |
The surface division field should be implemented too, but as a separate item. Since outputs don't work on fizzler items, we'd probably need some sort of "SDF Connector" item. |
Is there some sort of problem with using the existing fizzler output item? |
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In regards to the 4+ portals issue, I've found that setting |
Some COOL guy has made these as a UCP |
Are those resizeable using glass logic, as I suggested here? |
I don't know, I haven't actually used them. It'd be cool as a first party item, though. |
I asked the P2CE devs about |
A glass-type item, which appears as a world portal the size of the glass in-game. This would be separate from other world portal items, like the Surface Division Field and the original world portal doors. In order to function, two world portals of the same size would need to be connected. The two items would accept inputs separately; the portal would only open when both items were fully activated. It would also be possible to use Start Reversed to flip the orientation of the portal, so they would face the inside of the voxel instead of the outside. This would ignore walls splitting up the glass, and generate the portal there anyway. Barrier Type would possibly be needed to prevent crashes, but would not change anything. The editor model would show the normal glass base along with two arrows pointing in/out of the portal, flipping to the other side when reversed.
In regards to the 4+ portals issue, I've found that setting
r_portal_fastpath
to0
stops the bug. That being said, having lots of portals visible still degrades performance, so we'll want to have warnings about that.Original screenshots, slightly outdated:
Reversing the portal would indeed change the editor model, something which was believed to be impossible at the time this issue was originally opened. The portal would also default to facing outward, instead of inward.
Connections to world portals would work differently, as described above.
As stated in the image, the logic gates seen here are simply used for demonstration purposes and would not be a part of the actual editor model.
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