[SP] Quantum Entanglement 1
Quote from rendermouse on July 16, 2011, 10:08 amThanks to everyone for the feedback. I'm glad people seem to like the concept, and I do agree that the cube linking still needs some work.
I guess I'm going to have to look into some way to link the cubes without using setParent.
That is the root cause of these collision glitches, since it is what disables/enables physics on the partner cube.
Thanks to everyone for the feedback. I'm glad people seem to like the concept, and I do agree that the cube linking still needs some work.
I guess I'm going to have to look into some way to link the cubes without using setParent.
That is the root cause of these collision glitches, since it is what disables/enables physics on the partner cube.
Quote from Domathan on July 16, 2011, 2:52 pmrendermouse wrote:Thanks to everyone for the feedback. I'm glad people seem to like the concept, and I do agree that the cube linking still needs some work.I guess I'm going to have to look into some way to link the cubes without using setParent.
That is the root cause of these collision glitches, since it is what disables/enables physics on the partner cube.
< Also had problems in the Funnel Room.
But your map Reminded me of my actual [WIP] Map which I should finih some time, but curse you Firelands !
I Loaded it Up for you (vmf included) so you could see how I did mine. They are a little different, but the concept is quite similar.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1084
But some things are still Problematic:
Portals+Multiboxes (or QuantumEntagledCubes if you wish) don't like each other much
How to Spawn Multiboxes (or QEC's) so it doesn't look unnatural.Keep up your work
I guess I'm going to have to look into some way to link the cubes without using setParent.
That is the root cause of these collision glitches, since it is what disables/enables physics on the partner cube.
< Also had problems in the Funnel Room.
But your map Reminded me of my actual [WIP] Map which I should finih some time, but curse you Firelands !
I Loaded it Up for you (vmf included) so you could see how I did mine. They are a little different, but the concept is quite similar.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1084
But some things are still Problematic:
Portals+Multiboxes (or QuantumEntagledCubes if you wish) don't like each other much
How to Spawn Multiboxes (or QEC's) so it doesn't look unnatural.
Keep up your work
Quote from xdiesp on July 16, 2011, 4:19 pmHow about a Reset button in case of complex setups, to replace explosions?
How about a Reset button in case of complex setups, to replace explosions?
Quote from Djinndrache on July 17, 2011, 9:15 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:5KxrIblKZy8
(Link: http://www.youtube.com/watch?v=5KxrIblKZy8)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
5KxrIblKZy8
(Link: http://www.youtube.com/watch?v=5KxrIblKZy8)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from BlumCoLe on July 17, 2011, 2:37 pmwhat the ...???
awesome idea!Sometimes a little inaccurate (room one) and therefore difficult to control.
thanks!
what the ...???
awesome idea!
Sometimes a little inaccurate (room one) and therefore difficult to control.
thanks!
Quote from rendermouse on July 17, 2011, 9:46 pmDjinndrache wrote:I'm playing custom maps and record my first time of playing them...I have watched many of your vids on this site, and I want you to know how very helpful this is for you to post these first-time runthroughs.
It gave me a much better idea of what the player DOES NOT know when they enter the 1st room. I definitely need a clearer way to teach the basic concept.
I have watched many of your vids on this site, and I want you to know how very helpful this is for you to post these first-time runthroughs.
It gave me a much better idea of what the player DOES NOT know when they enter the 1st room. I definitely need a clearer way to teach the basic concept.
Quote from rendermouse on July 17, 2011, 9:55 pmDomathan wrote:But your map Reminded me of my actual [WIP] Map which I should finih some time, but curse you Firelands !I Loaded it Up for you (vmf included) so you could see how I did mine. They are a little different, but the concept is quite similar.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1084
But some things are still Problematic:
Portals+Multiboxes (or QuantumEntagledCubes if you wish) don't like each other much
How to Spawn Multiboxes (or QEC's) so it doesn't look unnatural.I took a look at your map. Wow, those puzzles are TOUGH!
You did a great job building puzzles around the concept. and I LOVE THAT BEAM. Looks great!
You're using phys constraints to link the cubes, where I am using setParent. I started out trying to use constraints, but as you mentioned, portals make them go very crazy. I also did not prefer the "ball-and-chain" feeling of pushing and tugging the cubes around, and was going for a stronger connection between the cubes.
I Loaded it Up for you (vmf included) so you could see how I did mine. They are a little different, but the concept is quite similar.
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1084
But some things are still Problematic:
Portals+Multiboxes (or QuantumEntagledCubes if you wish) don't like each other much
How to Spawn Multiboxes (or QEC's) so it doesn't look unnatural.
I took a look at your map. Wow, those puzzles are TOUGH! You did a great job building puzzles around the concept. and I LOVE THAT BEAM. Looks great!
You're using phys constraints to link the cubes, where I am using setParent. I started out trying to use constraints, but as you mentioned, portals make them go very crazy. I also did not prefer the "ball-and-chain" feeling of pushing and tugging the cubes around, and was going for a stronger connection between the cubes.
Quote from rendermouse on July 18, 2011, 10:09 amI discovered a new entity that is worth a try: logic_measure_movement. It looks like another way to create a linked 3D offset between two entities. I have read that there are still some issues regarding collision physics, though. Still, it's worth a look.
If it only offsets the position and not rotation, the cubes would not explode nearly as often. Right now, my cubes act as if you bolted the other one to the end of a 20-foot pole. This is not working out so well when people pick up the cube and look around, swinging the partner cube wildly around and causing it to go out-of-bounds.
I discovered a new entity that is worth a try: logic_measure_movement. It looks like another way to create a linked 3D offset between two entities. I have read that there are still some issues regarding collision physics, though. Still, it's worth a look.
If it only offsets the position and not rotation, the cubes would not explode nearly as often. Right now, my cubes act as if you bolted the other one to the end of a 20-foot pole. This is not working out so well when people pick up the cube and look around, swinging the partner cube wildly around and causing it to go out-of-bounds.
Quote from rendermouse on July 19, 2011, 7:30 amOk, so initial tests show that logic_measure_movement does work better when linking the cubes.
The position is updated without the rotation relative to the first cube's centerpoint, so they move much more predictably.
The partner cube still passes through walls, though, which still presents a challenge.
I will try to post an update to the map tonight.
Ok, so initial tests show that logic_measure_movement does work better when linking the cubes.
The position is updated without the rotation relative to the first cube's centerpoint, so they move much more predictably.
The partner cube still passes through walls, though, which still presents a challenge.
I will try to post an update to the map tonight.
Quote from Djinndrache on July 19, 2011, 7:57 amrendermouse wrote:Djinndrache wrote:I'm playing custom maps and record my first time of playing them...I have watched many of your vids on this site, and I want you to know how very helpful this is for you to post these first-time runthroughs.
It gave me a much better idea of what the player DOES NOT know when they enter the 1st room. I definitely need a clearer way to teach the basic concept.
I'm glad that I could help and/or entertain you
I have watched many of your vids on this site, and I want you to know how very helpful this is for you to post these first-time runthroughs.
It gave me a much better idea of what the player DOES NOT know when they enter the 1st room. I definitely need a clearer way to teach the basic concept.
I'm glad that I could help and/or entertain you
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200