• Portalized - Back and Better Than Ever - Scalable Movable Portals
    885 replies, posted
Mines the same as imawerewol's log
[QUOTE=Virusaurus]Mines the same as imawerewol's log[/QUOTE] ... And?
[QUOTE=nullsquared]It just adds the delta time to the portal's size. Which puts them out of ratio. Just modify the test_lua growObjUnderMouse()/shrinkObjUnderMouse() functions to scale exponentially rather than linearly.[/QUOTE] Also, if you go through a very small portal, your controls get mirrored for some reason. Maybe I made a "mirror portal"? :v:
[QUOTE=Kurosawa]Also, if you go through a very small portal, your controls get mirrored for some reason. Maybe I made a "mirror portal"? :v:[/QUOTE] Were you maybe up side down?
[QUOTE=nullsquared]... And?[/QUOTE] It was to large to post. I was thinking If that's why objects anit going through the portals for me. I'll upload a screen somewhere
[QUOTE=nullsquared]Were you maybe up side down?[/QUOTE] Nope, right side up. Forward was backward, left was right, etc. I was also moving very slowly (I guess because I was really small)
[QUOTE=Virusaurus]It was to large to post. I was thinking If that's why objects anit going through the portals for me. I'll upload a screen somewhere[/QUOTE] Damn, the release build is having some troubles, in that case. I'll have to look into it, as I'm not really sure what causes it - the debug build runs fine. Does restarting your machine do anything?
Also, I found this: [img]http://xs224.xs.to/xs224/08055/easteregg597.jpg[/img] :v:
Um. Easter egg :lol:?
[QUOTE=nullsquared]Mind giving me the log really quick? (release/main.txt or something) Sorry for holding you up. Oh, I forgot. It doesn't use pixel shader 2.0, it uses pixel shader 2.a. That explains it :sigh:. Really need to write fall backs :D[/QUOTE] Here's the log: [url=http://upload.d2k5.com/users/Theorem/files/main_log.txt]Link[/url] Pastebinning is your friend ;) Okay I gotta find some socks, I know I have a pair here somewhere... [b]Edit:[/b] [QUOTE=Kurosawa]Also, I found this: [img]http://xs224.xs.to/xs224/08055/easteregg597.jpg[/img] :v:[/QUOTE] Rename them so they're the Portal frame textures. Then post a screenshot :lol:
[QUOTE=nullsquared]Yup. Vista hates Portalized, Portalized doesn't hate you. Sorry, I use windows XP. :sigh: @ flying: This is a simple play ground type thing, it's a flying physics camera. You people are mistaking it for a portal game already. I said, [b]portal tech fuck around[/b]. Period.[/QUOTE] Don't worry,i have another computer with an 8800 and XP :)
Yeah, pixel shader 2.a didn't work on your system: [quote]Pass 1: Fragment program specular_n_shadow_ps cannot be used - not supported. [/quote] If you want, go through level1.material (with a text editor or something) and rename every: [code] specular_n_shadow_ps -> specular_n_ps specular_n_shadow_vs -> specular_n_vs specular_shadow_ps -> specular_ps specular_shadow_vs -> specular_vs [/code] This is the type of things the fall backs will do automatically, but I didn't need fall backs for my system so I just put them off to the side :sigh:.
[QUOTE=nullsquared]Yeah, pixel shader 2.a didn't work on your system: If you want, go through level1.material (with a text editor or something) and rename every: [code] specular_n_shadow_ps -> specular_n_ps specular_n_shadow_vs -> specular_n_vs specular_shadow_ps -> specular_ps specular_shadow_vs -> specular_vs [/code][/QUOTE] I'll give it a go when I get home.
[IMG]http://img507.imageshack.us/img507/3497/rrrti9.png[/IMG] This is with OGL and [code]d_setShadowsRes(512) d_setShadowsCount(1) d_enableShadows(true) [/code] Is it a OGL thing?
Oh that. That's normal, I was having some trouble with the duplicating and stuff. I'll release an update when I get it completely working (should be < 1MB). It has bugs with reiterating on portals that it already iterated upon, and goes to 1-2FPS with more than 100k KB of memory use. Does the box actually go through, or does it fall out or something?
[QUOTE=nullsquared]Oh that. That's normal, I was having some trouble with the duplicating and stuff. I'll release an update when I get it completely working (should be < 1MB). It has bugs with reiterating on portals that it already iterated upon, and goes to 1-2FPS with more than 100k KB of memory use. Does the box actually go through, or does it fall out or something?[/QUOTE] It goes through, I have to throw it in so the cube doesn't speed back to my cursor though I think that's normal. Glad to know It just isn't me :)
Well, textures show up right on this Vista machine, but as it's a laptop the performance is very poor, so I haven't gotten to test the physics/portals themselves. :v: I'll give it a proper test when I get home. Also, it's kind of a good thing you released this test-build now, you're finding all sorts of bugs you might have had trouble with down the road, so now you have a chance to fix them before they potentially become a problem. :4chan:
[QUOTE=Virusaurus]It goes through, I have to throw it in so the cube doesn't speed back to my cursor though I think that's normal. Glad to know It just isn't me :)[/QUOTE] Yeah. Sorry, the dual-sided stuff didn't make it into this dev. release. I can assure you it'll be in the final release, and I'll release a patch to fix up this release when I get it working 100%. Well, nice to know it runs on [i]some[/i] machines... Overall impression, for those that it ran for? I understand if you didn't like it, I do realize the videos made it seem like more than it turned out to be (at least for this release). Also, more face punchers. Test it out :). Edit: Replace level1.material with this: [url]http://rafb.net/p/cnMoCY97.html[/url] It removes shadowing and should work on all SM2 hardware. Well, for those that need to run SM2. SM3+ should run the current stuff fine.
[QUOTE=nullsquared]Yeah. Sorry, the dual-sided stuff didn't make it into this dev. release. I can assure you it'll be in the final release, and I'll release a patch to fix up this release when I get it working 100%. Well, nice to know it runs on [i]some[/i] machines... Overall impression, for those that it ran for? I understand if you didn't like it, I do realize the videos made it seem like more than it turned out to be (at least for this release). Also, more face punchers. Test it out :). Edit: Replace level1.material with this: [url]http://rafb.net/p/cnMoCY97.html[/url] It removes shadowing and should work on all SM2 hardware.[/QUOTE] It's hard at first to move around but once you're comfortable It gets more enjoyable to play with. Glad to hear we might have dual sided stuff, does that mean for example.. I could pick up a box and run with it through a portal and the box stays with me, not flings around then smacks me in the back of the head :v: I can see myself playing with this for many hours.
Yeah, that's what it means. It also means long stuff sticking out from both sides, not being clipped on one. And it's not "might have", it's "will have" ;). I just need to work out a bunch of recursion bugs with it.
Runs fairly well for me. Using Vista, nvidia 7600 GS, no FSAA or AF, 1024x768. I'm having a minor problem where when I'm in mouselook mode, it won't turn left or right. The camera turns for a moment but then rotates back the way it came. Strangely, it fixes itself if I go through a portal.
[QUOTE=deltaphc]Runs fairly well for me. Using Vista, nvidia 7600 GS, no FSAA or AF, 1024x768. I'm having a minor problem where when I'm in mouselook mode, it won't turn left or right. The camera turns for a moment but then rotates back the way it came. Strangely, it fixes itself if I go through a portal.[/QUOTE] Weird. Press "X" once, then see if it still happens. Seems like the math is calculating incorrectly for when to re orientate the camera so that it doesn't mess up when going through tilted portals. Also, good to hear its running for more people. Vista, especially.
Also nullsquared, In the final version will it be a proper walking player or just a camera?
Good to see you released a playable something. :) My faith in this project has been restored.
[QUOTE=Virusaurus]Also nullsquared, In the final version will it be a proper walking player or just a camera?[/QUOTE] Of course! Look at the top of test_lua.lua: [code] pushGameState(EDITOR_GS) [/code] This is a super-simplistic test for a WYSIWYG editor. The number pad keys orientate you in the 6 directions, and the arrow keys rotate or move the level and stuff. It's stupid, but it's a start. And, no, you can't push STORY_GS or GAME_GS or something like that. I didn't bind it to lua ;). Edit: :sigh: I have to learn to use it's, and not "its". @ Boyblunder: does it run for you?
Just a quick little thing. Portal seems to overlap objects sometimes, usually upclose [img]http://img352.imageshack.us/img352/7069/aaavz1.png[/img] This will be fixed soon I'm thinking :D
WARNING: I'M A BIT OF A NOOB WHEN IT COMES TO THIS!!! I type what it said in the read me but it said the file doesn't exist
[QUOTE=nullsquared]Of course! Look at the top of test_lua.lua: [code] pushGameState(EDITOR_GS) [/code] This is a super-simplistic test for a WYSIWYG editor. The number pad keys orientate you in the 6 directions, and the arrow keys rotate or move the level and stuff. It's stupid, but it's a start. And, no, you can't push STORY_GS or GAME_GS or something like that. I didn't bind it to lua ;). Edit: :sigh: I have to learn to use it's, and not "its". @ Boyblunder: does it run for you?[/QUOTE] Runs great. I have a shitty computer so I cut shadows off, but other than that it's flawless. Hehe: [img]http://img216.imageshack.us/img216/324/blorpleea4.png[/img] This is really neat. I'll have to spend some more time playing with this. Oh, by the way. You get another gold star for this being able to run on my computer without crashing. Peggle crashes me, if that tells you anything.
[QUOTE=Virusaurus]Just a quick little thing. Portal seems to overlap objects sometimes, usually upclose [img]http://img352.imageshack.us/img352/7069/aaavz1.png[/img] This will be fixed soon I'm thinking :D[/QUOTE] Yeah, I've noticed. It'll be fixed, I know what's causing it. Also, what'd you do to the portal textures :lol:. Looks quite neat! Though goes against the style of the rest of the game... maybe we can incorporate them as negative-portals or something, found later in the game... maybe possess some kind of special energy or something. @ Boyblunder: Neat! Glad to see its working on multiple machines now. @ Everyone: once again, I apologize if the videos made it seem like more than it is :). I'll be releasing a new version soon to fix some of the bugs and what-not. [b]Edit:[/b] [QUOTE=fakedout]WARNING: I'M A BIT OF A NOOB WHEN IT COMES TO THIS!!! I type what it said in the read me but it said the file doesn't exist[/QUOTE] Did you type EXACTLY: [code] dofile(dd .. "test_lua.lua") [/code] You need that "dd.." in there, otherwise it'll look for the file in the wrong spot (dd = d_getDataDir()) Edit2: Also, any problems with the camera transition? Any non-smooth problems? I've noticed a slight jerk when moving from a large into a small portal, I'm not quite sure what causes it. Anyone else? Other than that, it should be "seamless" for the camera. And it will be seamless for the objects, too, when I fix the dual-sided bugs. Edit3: Feel free to mess with the lua, by the way. The portal, light, and object classes have a "full"-on lua wrapper. I'm quite new to lua, but it looks good so far.
[QUOTE=nullsquared]Yeah, I've noticed. It'll be fixed, I know what's causing it. Also, what'd you do to the portal textures :lol:. Looks quite neat! Though goes against the style of the rest of the game... maybe we can incorporate them as negative-portals or something, found later in the game... maybe possess some kind of special energy or something. [/QUOTE] Lol yeah I just inverted the colors. I've been known to change things. I hope It's okay If you let us mess around with the textures :) Maybe have them able to shoot portals through them portals.. Unless that's going to be In the final version.
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