[SP] Quantum Entanglement 1
Quote from rendermouse on July 20, 2011, 12:43 amWell, more bad news. The logic_measure_movement (LMM) entity is a buggy mess. It moves the MODEL, but not the ENTITY.
???
So the partner cube moved by LMM passes through everything, and actually LEAVES BEHIND a collision box I can stumble into. Terrific. The partner cube activates no switches because while using LMM, the engine thinks that the cube has never moved. If I call the Disable method on the LMM entity, the cube teleports right back to its starting position. Pointless.
How is this entity at all useful?
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I managed to get the partner cube moving with VSCRIPT, but the frame update is too slow, and the physics is jittery at best.
I'm running out of energy trying to solve these glitches...no map update tonight...
Well, more bad news. The logic_measure_movement (LMM) entity is a buggy mess. It moves the MODEL, but not the ENTITY.
???
So the partner cube moved by LMM passes through everything, and actually LEAVES BEHIND a collision box I can stumble into. Terrific. The partner cube activates no switches because while using LMM, the engine thinks that the cube has never moved. If I call the Disable method on the LMM entity, the cube teleports right back to its starting position. Pointless.
How is this entity at all useful?
I managed to get the partner cube moving with VSCRIPT, but the frame update is too slow, and the physics is jittery at best.
I'm running out of energy trying to solve these glitches...no map update tonight...
Quote from xdiesp on July 20, 2011, 8:54 pmHave you considered yet what would happen if you ported this concept to COOP?
Have you considered yet what would happen if you ported this concept to COOP?
Quote from rendermouse on July 21, 2011, 12:52 amI have not yet considered coop. It would present some challenges, especially if each player could grab either cube. The link would have to be bi-directional.
I had big success today, after reading another LMM thread regarding someone building a mirror map. If the LMM is active all the time, the cubes are always the same distance apart. I can put a trigger in the master cube's area to activate the partner cube's button.
I can also set up invisible phys walls filtered on the master cube, so that the cube can absolutely never leave it's ComfortZone. This means that explosions are no longer necessary at all, and I don't have to respawn the cubes.
The cubes also no longer pass through the floor, because the partner cube doesn't rotate down when you look at the floor. So many of my original problems have been eliminated. I just have to rebuild the 3rd room puzzle a bit, since the link between cubes will likely be permanent and that puzzle no longer works.
The linked cubes can also pass through a portal, retaining their XYZ offset, so my 2nd room puzzle still works, though I had to move some things around a bit.
Science!
I have not yet considered coop. It would present some challenges, especially if each player could grab either cube. The link would have to be bi-directional.
I had big success today, after reading another LMM thread regarding someone building a mirror map. If the LMM is active all the time, the cubes are always the same distance apart. I can put a trigger in the master cube's area to activate the partner cube's button.
I can also set up invisible phys walls filtered on the master cube, so that the cube can absolutely never leave it's ComfortZone. This means that explosions are no longer necessary at all, and I don't have to respawn the cubes.
The cubes also no longer pass through the floor, because the partner cube doesn't rotate down when you look at the floor. So many of my original problems have been eliminated. I just have to rebuild the 3rd room puzzle a bit, since the link between cubes will likely be permanent and that puzzle no longer works.
The linked cubes can also pass through a portal, retaining their XYZ offset, so my 2nd room puzzle still works, though I had to move some things around a bit.
Science!
Quote from Adair on July 21, 2011, 7:43 amI love the concept, but I didn't finish the third chamber. I just saw how djinndrache solved it and I guess I would have eventually figured it out, but I had no idea the other cube would [spoiler]defy gravity[/spoiler] like that.
With the cubes exploding so often I felt like I couldn't properly experiment to find out how they worked. I was observant enough to notice how the linked cube reacted when I simply turned in place, but I still got several explosions while trying not to turn.
Chambers 1 & 2 were easy to figure out. It was only odd physics that made me have to try them a couple of times to get them just right.
I look forward to your update using that new linking method.
I love the concept, but I didn't finish the third chamber. I just saw how djinndrache solved it and I guess I would have eventually figured it out, but I had no idea the other cube would
With the cubes exploding so often I felt like I couldn't properly experiment to find out how they worked. I was observant enough to notice how the linked cube reacted when I simply turned in place, but I still got several explosions while trying not to turn.
Chambers 1 & 2 were easy to figure out. It was only odd physics that made me have to try them a couple of times to get them just right.
I look forward to your update using that new linking method.
Quote from rendermouse on July 22, 2011, 9:00 amI am almost finished rebuilding room 3, and I hope to have an update posted in the next couple of days.
I am almost finished rebuilding room 3, and I hope to have an update posted in the next couple of days.
Quote from rendermouse on July 24, 2011, 10:44 pm### UPDATED 7/24/2011 ###
There is now a new build of this map. I took all of your advice and opinions into account when making modifications and improvements. Thanks to everyone who played the first release!
The physics/collisions issues from the previous version should now be resolved or eliminated. The Quantum Entanglement cubes are now linked in a much more stable, predictable way.
- cubes no longer explode, they simply refuse to leave their "ComfortZone."
- cube should no longer have strange physics/collisions
- rooms 2 and 3 have been rearranged a bit
- laser traps and grates added to prevent stuck players/cubes
- visual cues added to glass openings
- some visual adjustments to lighting
- some ambient music addedPlease let me know what you think of this update.
### UPDATED 7/24/2011 ###
There is now a new build of this map. I took all of your advice and opinions into account when making modifications and improvements. Thanks to everyone who played the first release!
The physics/collisions issues from the previous version should now be resolved or eliminated. The Quantum Entanglement cubes are now linked in a much more stable, predictable way.
- cubes no longer explode, they simply refuse to leave their "ComfortZone."
- cube should no longer have strange physics/collisions
- rooms 2 and 3 have been rearranged a bit
- laser traps and grates added to prevent stuck players/cubes
- visual cues added to glass openings
- some visual adjustments to lighting
- some ambient music added
Please let me know what you think of this update.
Quote from rendermouse on July 28, 2011, 10:32 amDjinndrache wrote:I'm playing custom maps and record my first time of playing them...There is a BIG update to this map. The puzzle mechanic has been improved, and is much more stable to play.
Would you mind giving it another go?
There is a BIG update to this map. The puzzle mechanic has been improved, and is much more stable to play.
Would you mind giving it another go?
Quote from smwlover on July 29, 2011, 3:30 amWow! What a creative and brand-new test element! It has so much potential to be used in a series of more complex puzzles! I'm expecting you to improve the logic and mechanic of this new element and make more awesome chambers! 5/5!
Wow! What a creative and brand-new test element! It has so much potential to be used in a series of more complex puzzles! I'm expecting you to improve the logic and mechanic of this new element and make more awesome chambers! 5/5!
Quote from rendermouse on July 29, 2011, 8:57 amThanks for playing!
I know this first map has no real "puzzles", but it helped me figure out how the mechanic should work, and get people's feedback. I will DEFINITELY be making more maps based on this, because people seem to really like the idea.
Now it's time for me to really think about how the QE Cubes can add unique twists to a puzzle.
Thanks for playing!
I know this first map has no real "puzzles", but it helped me figure out how the mechanic should work, and get people's feedback. I will DEFINITELY be making more maps based on this, because people seem to really like the idea.
Now it's time for me to really think about how the QE Cubes can add unique twists to a puzzle.
Quote from Lostprophetpunk on July 29, 2011, 9:41 amThis is a very well made map, nice graphics with some attractive colour combinations. I was fascinated by the new gameplay technique, I like it alot and hope to see more maps like this from you.
This is a very well made map, nice graphics with some attractive colour combinations. I was fascinated by the new gameplay technique, I like it alot and hope to see more maps like this from you.
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