Logic Portals : Levels [00-03]+NEW[04].beta
Quote from foobar9999 on February 22, 2008, 5:06 pmCan't solve the first puzzle. May be you need a constant fps of some number but I can only duck and/or jump in my portal game.
I find the icons ingame and here suggested very confusing. As far as I know there is no jumping into portals on the ground with the head at first.
May be I am not patient enough, but 30+ tries including duck jumping in the orange portal from all 4 sides did'nt gave me any usefull results.
[EDIT] corrected the typo
Can't solve the first puzzle. May be you need a constant fps of some number but I can only duck and/or jump in my portal game.
I find the icons ingame and here suggested very confusing. As far as I know there is no jumping into portals on the ground with the head at first.
May be I am not patient enough, but 30+ tries including duck jumping in the orange portal from all 4 sides did'nt gave me any usefull results.
[EDIT] corrected the typo
Quote from iamafractal on February 22, 2008, 6:36 pmfoobar9999 wrote:Can't solve the first puzzle. May be you need a constant fps of some number but I can only dug and/or jump in my portal game.I find the icons ingame and here suggested very confusing. As far as I know there is no jumping into portals on the ground with the head at first.
May be I am not patient enough, but 30+ tries including dug'ed jumping in the orange portal from all 4 sides did'nt gave me any usefull results.
i'm not sure what you mean by "dug." dug is the past tense of dig. "i dug a hole." so how does that apply here?
[spoiler]i suggest you try to take a running jump, while DUCKING into the portal. that might work better.[/spoiler]
Don't be an idiot fractal, thanks. --admin
I find the icons ingame and here suggested very confusing. As far as I know there is no jumping into portals on the ground with the head at first.
May be I am not patient enough, but 30+ tries including dug'ed jumping in the orange portal from all 4 sides did'nt gave me any usefull results.
i'm not sure what you mean by "dug." dug is the past tense of dig. "i dug a hole." so how does that apply here?
Don't be an idiot fractal, thanks. --admin
The cake is a PI
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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from foobar9999 on February 22, 2008, 7:16 pmI meant duck of cause :-]
I tried that too. No success.
I meant duck of cause :-]
I tried that too. No success.
Quote from iamafractal on February 22, 2008, 7:27 pmfoobar9999 wrote:I meant duck of cause :-]I tried that too. No success.
of cause? what caused you to mean that? are you a rebel without a cause?
do you mean of COURSE?
OF COURSE you do!
[spoiler]the angle that you go in affects the angle you go out. if you leap in so that you're going diagonally, along with the blue beam, you WILL succeed.[/spoiler]
I tried that too. No success.
of cause? what caused you to mean that? are you a rebel without a cause?
do you mean of COURSE?
OF COURSE you do!
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from Frostyfrog on February 22, 2008, 11:16 pmGreat map pack!
I looked at it, played it, completed it. Then I decided to decompile it and try to figure out how you did the anti-gravity thing. I got confused and gave up, I like your protected logo to
http://s180.photobucket.com/albums/x61/ ... ealing.jpg
Please don't get mad at me, I'm a beginner and want to try to learn since there aren't any tutorials for the things that I'm looking for.
Great map pack!
I looked at it, played it, completed it. Then I decided to decompile it and try to figure out how you did the anti-gravity thing. I got confused and gave up, I like your protected logo to ![]()
http://s180.photobucket.com/albums/x61/ ... ealing.jpg
Please don't get mad at me, I'm a beginner and want to try to learn since there aren't any tutorials for the things that I'm looking for.
Quote from rellikpd on February 22, 2008, 11:47 pmFrostyfrog wrote::blah: Then I decided to decompile it...map_stealing.jpg Please don't get mad at me..
LOL @ That trigger thingie! *high fives Hurricaaane!*
and just fyi, that anti-grav thing is Hurricaaane's baby.... next time ask try asking the mapper
map_stealing.jpg Please don't get mad at me.. 
LOL @ That trigger thingie! *high fives Hurricaaane!*
and just fyi, that anti-grav thing is Hurricaaane's baby.... next time ask try asking the mapper ![]()
Quote from foobar9999 on February 23, 2008, 3:21 amI could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?
[EDIT]
Ok, I did it in the first room.
I still hate the complete random success oif these type of portal jumps. Speedruns are almost impossible.
I could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?
[EDIT]
Ok, I did it in the first room.
I still hate the complete random success oif these type of portal jumps. Speedruns are almost impossible.
Quote from Hurricaaane on February 23, 2008, 9:27 amfoobar9999 wrote:I could post a demo of me trying that first room for 5 minutes. I already recorded one, but instead, can someone provide a demo to me were he did the jump may be 5 times in a row with success?I just done it in the first try (except the first jump because of the lag of the live recording, I had to adapt my actions with the lag).
http://www.youtube.com/watch?v=Q7pBm1QwBi0The cube floater now. It's been a while I created it and I don't want to check Hammer to see how I've done it so I'll explain by remembering about it.
The cube floater is made of three things: The visuals, the logic and the physics.The physics:
There are multiple trigger_vphysics_motion
-One is set on when the floater is off. It allows the cube to grab the cubes/objects when thrown at even if the floater is off. The floater acts like a lesser cube catcher. The other two points acts like the active cube catcher:
-The one that pushes the cube up, or any physics object. This entity is set right up so that the cube spins right. The trigger_physics_motion has a lot of options so it's how it's done.
-Four others or eight, I don't remember, that are done to recenter the cube when it goes to the edges. In other words, it pushes the cube to the inside when it goes too far out.
-A physics explosion env_physexplosion. That one is special: It wakes up the cube. The trigger_vphysics_motion itself does not wake the cube when it's activated afterwards. The cube goes into a sleep state when it doesn't move for i don't know how many seconds. The explosion is a way to wake up the cube.The visual:
-A custom prop_dynamic_override. It's an override because the sphere is meant to be a physics object. It's a custom model because the sphere is meant to be in the cake room of Portals, in a blue room, so the cubemap/pseudo-reflections are blue. When you play chamber 17 advanced, you notice that the sphere glows anormaly blue. So I fixed it with a custom model.
-A prop_dynamic_override or a prop_static, don't remember. It's the platform trail laser emitter. It's fictionnaly merged with the sphere, and it does the work!
-A point_spotlight for the blue volumetric light.
-An env_citadel_energy_core or something like that for the particle effects. It would be nice if it was a particle system because too many floaters in the same room = we don't see the particles anymore.
-All of those *3 forming a triangle on the ground, or like in Level 03: as we like (two... or something else)The logic:
-Two logic_relays triggering each the on and the off state of the floater.
-A logic_timer with an oscillator or not that triggers each of those relays one after the other.Okay, I think that's all 🙂
I just done it in the first try (except the first jump because of the lag of the live recording, I had to adapt my actions with the lag).
http://www.youtube.com/watch?v=Q7pBm1QwBi0
The cube floater now. It's been a while I created it and I don't want to check Hammer to see how I've done it so I'll explain by remembering about it.
The cube floater is made of three things: The visuals, the logic and the physics.
The physics:
There are multiple trigger_vphysics_motion
-One is set on when the floater is off. It allows the cube to grab the cubes/objects when thrown at even if the floater is off. The floater acts like a lesser cube catcher. The other two points acts like the active cube catcher:
-The one that pushes the cube up, or any physics object. This entity is set right up so that the cube spins right. The trigger_physics_motion has a lot of options so it's how it's done.
-Four others or eight, I don't remember, that are done to recenter the cube when it goes to the edges. In other words, it pushes the cube to the inside when it goes too far out.
-A physics explosion env_physexplosion. That one is special: It wakes up the cube. The trigger_vphysics_motion itself does not wake the cube when it's activated afterwards. The cube goes into a sleep state when it doesn't move for i don't know how many seconds. The explosion is a way to wake up the cube.
The visual:
-A custom prop_dynamic_override. It's an override because the sphere is meant to be a physics object. It's a custom model because the sphere is meant to be in the cake room of Portals, in a blue room, so the cubemap/pseudo-reflections are blue. When you play chamber 17 advanced, you notice that the sphere glows anormaly blue. So I fixed it with a custom model.
-A prop_dynamic_override or a prop_static, don't remember. It's the platform trail laser emitter. It's fictionnaly merged with the sphere, and it does the work!
-A point_spotlight for the blue volumetric light.
-An env_citadel_energy_core or something like that for the particle effects. It would be nice if it was a particle system because too many floaters in the same room = we don't see the particles anymore.
-All of those *3 forming a triangle on the ground, or like in Level 03: as we like (two... or something else)
The logic:
-Two logic_relays triggering each the on and the off state of the floater.
-A logic_timer with an oscillator or not that triggers each of those relays one after the other.
Okay, I think that's all 🙂
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).
Quote from iamafractal on February 23, 2008, 1:14 pmit would be really nice to post the source for any of those kinds of things you want to share in the tutorials section... or map source/prefabs section if there is one...
it would be really nice to post the source for any of those kinds of things you want to share in the tutorials section... or map source/prefabs section if there is one...
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from Frostyfrog on February 24, 2008, 5:43 pmThank you, Hurricaaane.
I'll have fun trying the different things.
Thank you, Hurricaaane.
I'll have fun trying the different things.

