Mobile Portals Half Fixed?
Quote from Brainstatic on November 10, 2011, 5:52 pmWhen Valve went on that rampage making a bunch of Portal 2's console commands cheats in order to help prevent cheating on the leader boards, they accidentally included sv_allow_mobile_portals 1. That made the challenge map for the neurotoxin sabotage unplayable, and its standard single player counterpart unplayable for anyone unfamiliar with the developer console.
Yesterday, I decided to send Valve a support ticket regarding the problem in their own maps. I went to the neurotoxin sabotage to take a screenshot, but surprisingly it worked, without sv_cheats enabled. But in custom maps, mobile portals still don't work without sv_cheats enabled. I would send in a support ticket about that, but if it works for one of their maps and not in any other maps, I would imagine that's intentional.
Used properly, mobile portals have a lot of potential in custom maps. It is possible, of course, to enable sv_cheats automatically through a point_clientcommand, but it's simply not common practice to do so. When the player sees "sv_cheats set to 1.0000" on the side of the screen, that's like asking them to noclip. Is there some way to include specific custom maps in whatever exception Valve made for sv_allow_mobile_portals in the neurotoxin sabotage? And how should we, the mapping community as a whole, present our issue to Valve?
When Valve went on that rampage making a bunch of Portal 2's console commands cheats in order to help prevent cheating on the leader boards, they accidentally included sv_allow_mobile_portals 1. That made the challenge map for the neurotoxin sabotage unplayable, and its standard single player counterpart unplayable for anyone unfamiliar with the developer console.
Yesterday, I decided to send Valve a support ticket regarding the problem in their own maps. I went to the neurotoxin sabotage to take a screenshot, but surprisingly it worked, without sv_cheats enabled. But in custom maps, mobile portals still don't work without sv_cheats enabled. I would send in a support ticket about that, but if it works for one of their maps and not in any other maps, I would imagine that's intentional.
Used properly, mobile portals have a lot of potential in custom maps. It is possible, of course, to enable sv_cheats automatically through a point_clientcommand, but it's simply not common practice to do so. When the player sees "sv_cheats set to 1.0000" on the side of the screen, that's like asking them to noclip. Is there some way to include specific custom maps in whatever exception Valve made for sv_allow_mobile_portals in the neurotoxin sabotage? And how should we, the mapping community as a whole, present our issue to Valve?
Quote from Spam Nugget on November 10, 2011, 5:58 pmIm pretty sure that the neurotoxin sabotage map actually didnt use mobile portals, but faked it somehow. I do agree though that mobile portals could be really useful in a custom map. and as for presesnting our isssues to valve, write them down, tie it to a brick and throw through their window? im sure that would get their attention
Im pretty sure that the neurotoxin sabotage map actually didnt use mobile portals, but faked it somehow. I do agree though that mobile portals could be really useful in a custom map. and as for presesnting our isssues to valve, write them down, tie it to a brick and throw through their window? im sure that would get their attention ![]()

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on November 10, 2011, 6:08 pmI just tried it and it's not a cheat (just like sv_portal_placement_never_fail)
(used it on a conveyor belt) though it pulls you in which gives you alot of momentum
That's why you also need to type in
sv_player_funnel_into_portals 1
I just tried it and it's not a cheat (just like sv_portal_placement_never_fail)
(used it on a conveyor belt) though it pulls you in which gives you alot of momentum
That's why you also need to type in
sv_player_funnel_into_portals 1
Quote from Brainstatic on November 10, 2011, 6:19 pmSpam Nugget wrote:Im pretty sure that the neurotoxin sabotage map actually didnt use mobile portals, but faked it somehow.I tried setting sv_allow_mobile_portals to 0, which then prevented portals from forming on the sliding panels. They did use the console command.
Spam Nugget wrote:and as for presesnting our isssues to valve, write them down, tie it to a brick and throw through their window? im sure that would get their attentionYeah, that would probably work. But something tells me that Valve would get kind of pissed at us for that.
spongylover123 wrote:I just tried it and it's not a cheat (just like sv_portal_placement_never_fail)
(used it on a conveyor belt) though it pulls you in which gives you alot of momentum
That's why you also need to type in
sv_player_funnel_into_portals 1Did the portals actually stay on the moving surface? If so, then there is something really screwed up with my game.
I tried setting sv_allow_mobile_portals to 0, which then prevented portals from forming on the sliding panels. They did use the console command.
Yeah, that would probably work. But something tells me that Valve would get kind of pissed at us for that.
(used it on a conveyor belt) though it pulls you in which gives you alot of momentum
That's why you also need to type in
sv_player_funnel_into_portals 1
Did the portals actually stay on the moving surface? If so, then there is something really screwed up with my game.
Quote from spongylover123 on November 10, 2011, 6:21 pmBOB74j wrote:Did the portals actually stay on the moving surface? If so, then there is something really screwed up with my game.Yes.
Yes.
Quote from Robdon on November 10, 2011, 6:53 pmI cant get it to work in my map without issuing sv_cheats 1 either.
I decompiled Values sp_a2_bts5.bsp. Seems a bit strange.
They only seem to issue a sv_allow_mobile_portals command on map spawn.
The decompiled version seems to have some bits missing also, and if you recompile it, then you cant place portals on the panel.
The panel is actually a mdl, so that is why you cant portal to it.
There must be some weird stuff in there that isn't getting decompiled correctly I think, maybe.
There is a player_clip just below the mdl, that has some User3 & 4 outputs, but the item its referencing doesn't seem to be in the map.
Rob,
I cant get it to work in my map without issuing sv_cheats 1 either.
I decompiled Values sp_a2_bts5.bsp. Seems a bit strange.
They only seem to issue a sv_allow_mobile_portals command on map spawn.
The decompiled version seems to have some bits missing also, and if you recompile it, then you cant place portals on the panel.
The panel is actually a mdl, so that is why you cant portal to it.
There must be some weird stuff in there that isn't getting decompiled correctly I think, maybe.
There is a player_clip just below the mdl, that has some User3 & 4 outputs, but the item its referencing doesn't seem to be in the map.
Rob,
Quote from Brainstatic on November 10, 2011, 7:03 pmSpongylover, may I ask what entities you used to make that panel move? I validated both my Portal 2 files and my P2AT files and it still won't work even with a func_movelinear, unless of course I enable sv_cheats.
And Robdon, that's definitely really weird. This sounds like a job for a Hammer master. Now we wait for one to stumble upon this thread.
Spongylover, may I ask what entities you used to make that panel move? I validated both my Portal 2 files and my P2AT files and it still won't work even with a func_movelinear, unless of course I enable sv_cheats.
And Robdon, that's definitely really weird. This sounds like a job for a Hammer master. Now we wait for one to stumble upon this thread.
Quote from spongylover123 on November 10, 2011, 7:21 pmUse a func door or a track train, don't know if you're either asking for how to make a moving surface or portal
P.S the moving portal doesnt work, I just tried it and it doesn't accept physics objects, my cube was smashed into the wall and, it only works with lasers, haven't tested it with anything else and the portal still pulls you in with a lot of momentum.
P.S.S they used a func_tracktrain with a player clip and a model of a white wall
Use a func door or a track train, don't know if you're either asking for how to make a moving surface or portal
P.S the moving portal doesnt work, I just tried it and it doesn't accept physics objects, my cube was smashed into the wall and, it only works with lasers, haven't tested it with anything else and the portal still pulls you in with a lot of momentum.
P.S.S they used a func_tracktrain with a player clip and a model of a white wall
Quote from Skotty on November 11, 2011, 11:23 amYou forgot the most important thing I think: the placement helper with Force Placement to YES.
You forgot the most important thing I think: the placement helper with Force Placement to YES.
Quote from Brainstatic on November 11, 2011, 5:47 pmSkotty wrote:You forgot the most important thing I think: the placement helper with Force Placement to YES.I tried parenting an info_placement helper with a radius of 64 and force placement enabled to a func_movelinear with a portalable texture on all 6 faces. The portal snapped to the placement helper, but when I pressed the button to move the panel, the portal was erased. I could not replace the portal on the surface until it stopped moving. Sv_allow_mobile_portals was, of course, enabled.
I repeated the test with sv_cheats enabled, and it worked to perfection. The stationary portal remained on the surface as it began moving, and I could place portals on the surface while it was moving, even if the portals were not in the influence range of the placement helper. Also, I don't remember an info_placement helper changing anything with mobile portals before the command required sv_cheats. It doesn't seem to change anything now either.
I tried parenting an info_placement helper with a radius of 64 and force placement enabled to a func_movelinear with a portalable texture on all 6 faces. The portal snapped to the placement helper, but when I pressed the button to move the panel, the portal was erased. I could not replace the portal on the surface until it stopped moving. Sv_allow_mobile_portals was, of course, enabled.
I repeated the test with sv_cheats enabled, and it worked to perfection. The stationary portal remained on the surface as it began moving, and I could place portals on the surface while it was moving, even if the portals were not in the influence range of the placement helper. Also, I don't remember an info_placement helper changing anything with mobile portals before the command required sv_cheats. It doesn't seem to change anything now either.

