An interesting little something
Quote from Random on October 14, 2011, 4:36 pmThat's neat.
The blobs appear as pure white to me instead of the missing texture purple and black. The screen turned kind of orange when I was under it. And is it just the lighting or is it more silver than conversion gel white? EDIT: nope, they're the same, it was the light.
http://steamcommunity.com/id/Randomiser ... 0836748591
That's neat.
The blobs appear as pure white to me instead of the missing texture purple and black. The screen turned kind of orange when I was under it. And is it just the lighting or is it more silver than conversion gel white? EDIT: nope, they're the same, it was the light.
http://steamcommunity.com/id/Randomiser ... 0836748591
Quote from Brainstatic on October 14, 2011, 4:41 pmRandom wrote:And is it just the lighting or is it more silver than conversion gel white?Try comparing it to some conversion gel in the same room.
Try comparing it to some conversion gel in the same room.
Quote from spongylover123 on October 14, 2011, 8:09 pmThere are many gels
There actually 11 (use info_paint_sprayers)
Bounce
Speed
Portal
Erase
0
1
2
3
4
5
6
Experiment with them.
The gel with the numbers, may crash the game
There are many gels
There actually 11 (use info_paint_sprayers)
Bounce
Speed
Portal
Erase
0
1
2
3
4
5
6
Experiment with them.
The gel with the numbers, may crash the game
Quote from Omnicoder on October 14, 2011, 8:14 pmspongylover123 wrote:There are many unreleased gels
There actually 11 (use info_paint_sprayers)
Bounce
Speed
Portal
Erase
0
1
2
3
4
5
6The gel with the numbers, may crash the game
There are much more then 11. About 4,294,967,296 on 32-bit windows. You can type in just about any number. I wouldn't rely on these results as you're basically exploiting a buffer overflow in an array access.
There actually 11 (use info_paint_sprayers)
Bounce
Speed
Portal
Erase
0
1
2
3
4
5
6
The gel with the numbers, may crash the game
There are much more then 11. About 4,294,967,296 on 32-bit windows. You can type in just about any number. I wouldn't rely on these results as you're basically exploiting a buffer overflow in an array access.
Quote from spongylover123 on October 14, 2011, 8:17 pmOmnicoder wrote:spongylover123 wrote:There are many unreleased gels
There actually 11 (use info_paint_sprayers)
Bounce
Speed
Portal
Erase
0
1
2
3
4
5
6The gel with the numbers, may crash the game
There are much more then 11. About 4,294,967,296 on 32-bit windows. You can type in just about any number. I wouldn't rely on these results as you're basically exploiting a buffer overflow in an array access.
That means there's gel for every color in the world. Hmm interesting, more tag. Though what number was Pete using
There actually 11 (use info_paint_sprayers)
Bounce
Speed
Portal
Erase
0
1
2
3
4
5
6
The gel with the numbers, may crash the game
There are much more then 11. About 4,294,967,296 on 32-bit windows. You can type in just about any number. I wouldn't rely on these results as you're basically exploiting a buffer overflow in an array access.
That means there's gel for every color in the world. Hmm interesting, more tag. Though what number was Pete using
Quote from nychold on October 14, 2011, 8:38 pmTechnically there are only 16,777,216 colors in 32 bit color space. The other 8 bits relate how opaque the color is.
Technically there are only 16,777,216 colors in 32 bit color space. The other 8 bits relate how opaque the color is. ![]()
Quote from spongylover123 on October 16, 2011, 10:14 pmI found it, mine didn't reflect anything and it was grey, though when it was spraying, the texture wasn't missing, instead, it looked like a conversion gel color
I found it, mine didn't reflect anything and it was grey, though when it was spraying, the texture wasn't missing, instead, it looked like a conversion gel color
Quote from HMW on October 17, 2011, 5:19 pmspongylover123 wrote:That means there's gel for every color in the world. Hmm interesting, more tag. Though what number was Pete usingnychold wrote:Technically there are only 16,777,216 colors in 32 bit color space. The other 8 bits relate how opaque the color is.The number don't encode colours though, they are like row numbers in a table that holds the gel data. What Omnicoder means is that the other numbers will produce arbitrary, nonsensical results, as the data at that position in memory is not meant to be used for specifying gel properties.
To clarify, imagine that you make a table on a piece of paper of all the gel properties, like this:
- Code: Select all
| colour | effect | portals |
-----------------------------
| blue | bounce | no |
| orange | speed | no |
| white | none | yes |
| clear | none | no |
-----------------------------Each row on the paper is 1 centimeter tall.
To look up a gel, you take the number and move that many centimeters down from the top of your piece of paper. So for the conversion gel, which is 2 in our example (bounce is 0), you end up 2 cm down on the table (relative to row 0), which is the correct place for the conversion gel row and voila, you got all the right properties for it.
No imagine looking up number 100. You go 100 centimeters (1 meter!) 'down', past the bottom of your piece of paper, and off your desk. You'll end up trying to figure out if that piece of lint on the floor means that this type of gel is portal-enabled
This is effectively what happens in the computer's memory. The larger numbers point to a spot that's outside the intended area an to whatever stuff might be at that location. It could also land on an area of memory that is not currently in use by Portal, which will crash the game.
tl;dr: if you use these numbers, be prepared for unexpected weirdness that may even change between different versions of the game engine.
The number don't encode colours though, they are like row numbers in a table that holds the gel data. What Omnicoder means is that the other numbers will produce arbitrary, nonsensical results, as the data at that position in memory is not meant to be used for specifying gel properties.
To clarify, imagine that you make a table on a piece of paper of all the gel properties, like this:
- Code: Select all
| colour | effect | portals |
-----------------------------
| blue | bounce | no |
| orange | speed | no |
| white | none | yes |
| clear | none | no |
-----------------------------
Each row on the paper is 1 centimeter tall.
To look up a gel, you take the number and move that many centimeters down from the top of your piece of paper. So for the conversion gel, which is 2 in our example (bounce is 0), you end up 2 cm down on the table (relative to row 0), which is the correct place for the conversion gel row and voila, you got all the right properties for it.
No imagine looking up number 100. You go 100 centimeters (1 meter!) 'down', past the bottom of your piece of paper, and off your desk. You'll end up trying to figure out if that piece of lint on the floor means that this type of gel is portal-enabled ![]()
This is effectively what happens in the computer's memory. The larger numbers point to a spot that's outside the intended area an to whatever stuff might be at that location. It could also land on an area of memory that is not currently in use by Portal, which will crash the game.
tl;dr: if you use these numbers, be prepared for unexpected weirdness that may even change between different versions of the game engine.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
