Has the Portal 2 SDK code been released?
Quote from flarn2006 on December 31, 2013, 10:47 pmAs FelixGriffin said here, Valve didn't release the source code necessary to make engine-level mods for Portal 2. But has this changed? Because The Stanley Parable (the new version) seems to use the Portal 2 codebase. For instance, using the console I can spawn a working (though not graphically) excursion funnel. I can also manually place portals that look normal graphically with the exception of a solid white "outline" surrounding them, using the "place_portal" command.
Expand for instructions if you're curious how to make the excursion funnel. (no spoilers)
[spoiler]
- Run TSP with "-console" as a command-line parameter
- Start the game
- Look where you want the excursion funnel to be
- Open the console and type "ent_create prop_tractor_beam", then "picker"
- Move the cursor around the "ERROR" model until you see an orange wireframe box around it
- With the wireframe box visible, open the console and type "ent_fire !picker setlinearforce 100"
Note the the picker command may require sv_cheats to be turned on; unfortunately a third-party program linked in the description of this video is needed to do that.[/spoiler]
However, some new console commands have also been added, which to my knowledge can't be done without source code. I tried in the 2013 Source SDK base, but that doesn't contain any console commands dealing with portals. So where is this version of the SDK they used? Can that be used to make new gels?
As FelixGriffin said here, Valve didn't release the source code necessary to make engine-level mods for Portal 2. But has this changed? Because The Stanley Parable (the new version) seems to use the Portal 2 codebase. For instance, using the console I can spawn a working (though not graphically) excursion funnel. I can also manually place portals that look normal graphically with the exception of a solid white "outline" surrounding them, using the "place_portal" command.
Expand for instructions if you're curious how to make the excursion funnel. (no spoilers)
- Run TSP with "-console" as a command-line parameter
- Start the game
- Look where you want the excursion funnel to be
- Open the console and type "ent_create prop_tractor_beam", then "picker"
- Move the cursor around the "ERROR" model until you see an orange wireframe box around it
- With the wireframe box visible, open the console and type "ent_fire !picker setlinearforce 100"
Note the the picker command may require sv_cheats to be turned on; unfortunately a third-party program linked in the description of this video is needed to do that.
However, some new console commands have also been added, which to my knowledge can't be done without source code. I tried in the 2013 Source SDK base, but that doesn't contain any console commands dealing with portals. So where is this version of the SDK they used? Can that be used to make new gels?
Quote from srs bsnss on January 1, 2014, 1:23 amNot that I know of, though I don't know a lot. Valve may've given it to just the developers of TSP.
Not that I know of, though I don't know a lot. Valve may've given it to just the developers of TSP.
Quote from Lpfreaky90 on January 1, 2014, 4:34 amI'm pretty sure they haven't fully released it.
I suppose the people from stanley have an engine licence; either bought or given by valve after they got greenlit. AFAIK an engine licence is also required in order to sell your game on steam for money (you also have to throw a bunch of bags of money to HAVOK for the physics engine) etc etc.
So yeah; stanley payed loads of money; got the code and selling the game. We can just use the tools free
I'm pretty sure they haven't fully released it.
I suppose the people from stanley have an engine licence; either bought or given by valve after they got greenlit. AFAIK an engine licence is also required in order to sell your game on steam for money (you also have to throw a bunch of bags of money to HAVOK for the physics engine) etc etc.
So yeah; stanley payed loads of money; got the code and selling the game. We can just use the tools free
Quote from srs bsnss on January 1, 2014, 8:07 amStill though, wouldn't it be awesome if we had access to the code? Think of the possibilities...
Maybe one day. It's unlikely...but maybe.
Still though, wouldn't it be awesome if we had access to the code? Think of the possibilities...
Maybe one day. It's unlikely...but maybe.

Quote from Gemarakup on January 1, 2014, 9:33 amValve says that the tools called "Authoring Tools" don't include source code, but "SDK" does.
Valve says that the tools called "Authoring Tools" don't include source code, but "SDK" does.
Quote from flarn2006 on January 20, 2014, 8:06 pmsrs bsnss wrote:Still though, wouldn't it be awesome if we had access to the code? Think of the possibilities...Maybe one day. It's unlikely...but maybe.
I wouldn't say it's that unlikely, considering Valve's history.
Maybe one day. It's unlikely...but maybe.
I wouldn't say it's that unlikely, considering Valve's history.