• Portalized - Back and Better Than Ever - Scalable Movable Portals
    885 replies, posted
Meh, as a programmer myself I could see if there is anything I can fuck around with, maybe see if I can code some things.
Well, my first actual experience (as in being able to fuck around with more than 5 FPS. Stupid laptop...) was an unusual one. The game loaded fine, the portal's textures worked, and at first the portals seemed to work fine. Then for some reason, I get this: [url]http://img.photobucket.com/albums/v45/Zero_Point/untitled-2.jpg[/url] On top of that, shortly after this strange event came to be, sending objects through one portal would result in a long, long delay before they finally shot into the map, smaller than they were before regardless of which portal I sent it through. I'll try to catch a video next time. And no, I'm running an Athlon FX-62 dual-core and a 7950GT. Hardly "dated" unless you're an Intel fanboy. :v: *edit* Hmm, didn't catch the previously mentioned glitch, but I did find something else... [media]http://www.youtube.com/watch?v=fd329k6nSBU[/media] *img tags removed due to large picture and video added. :v:
[QUOTE=ZeroPoint2]Well, my first actual experience (as in being able to fuck around with more than 5 FPS. Stupid laptop...) was an unusual one. The game loaded fine, the portal's textures worked, and at first the portals seemed to work fine. Then for some reason, I get this: [IMG]http://img.photobucket.com/albums/v45/Zero_Point/untitled-2.jpg[/IMG] On top of that, shortly after this strange event came to be, sending objects through one portal would result in a long, long delay before they finally shot into the map, smaller than they were before regardless of which portal I sent it through. I'll try to catch a video next time. And no, I'm running an Athlon FX-62 dual-core and a 7950GT. Hardly "dated" unless you're an Intel fanboy. :v:[/QUOTE] :O UTORRENT! WAREZMONKEY! :v: lol
Pretty great stuff for a tech demo build version.
[QUOTE=leet]:O UTORRENT! WAREZMONKEY! :v: lol[/QUOTE] OH SHIT! :cop:
wonderful work and improvement :D gold star'd
What happens in the video (if I have it right) is due to gravity, although with slightly too much force :v: But when two portals are on the ground facing up and an object falls through one it's just gonna come straight back down into the other portal. Obviously. :downs:
[QUOTE=ZeroPoint2] *img tags removed due to large picture and video added. :v:[/QUOTE] Everyone knows about this, video why?
what do you need to run this? A game that uses the source engine like gmod does? or does it need gmod itself? because if it needs gmod i'm in trouble there!
[QUOTE=Virusaurus]Everyone knows about this, video why?[/QUOTE] *shrugs*
[QUOTE=The ODST]what do you need to run this? A game that uses the source engine like gmod does? or does it need gmod itself? because if it needs gmod i'm in trouble there![/QUOTE] :rolleye: Need nothing, just need a brain.
thanks man you saved me a lot of trouble going through the game code to figure that out THANK YOU
I made a toggle portal size bind!! :excited: [LUA]bind("+5", [[ scale1() ]]) function scale1() local sx, sy, sz = portal0:getScale() if sx==1 then sx=2 sy=4 sz=2 else sx=1 sy=2 sz=1 end portal0:setScale(sx,sy,sz) end[/LUA] Oh and a question: Is there something like if a=1 & b=1 then? [B]Note: [/B]This is the second time I used Lua ever!
Could everyone stop fucking complaining!? This is EPIC, this is a fucking achievement at 14! [quote=Kinglah Crab] Sorry nullsquared, but so far, I have lost fate in this project. The videos looked promising, and now you release it, after it was so neat for you, and it provides nanoseconds of amusement followed my minutes of annoyance. [/quote] Lost Fate? I guess you mean faith. This is a development build, do you know how hard it is to produce a working application of this complexity!? This is not Null's Final build. Telling him bugs he DOES NOT KNOW is helpful. Telling him that it crashes and lags and will NOT HELP. All you are doing is pissing him off so he doesn't release until it's closer finishing. Try and make something like this yourself before you critisise it.
[QUOTE=Jallen]Could everyone stop fucking complaining!? This is EPIC, this is a fucking achievement at 14! Lost Fate? I guess you mean faith. This is a development build, do you know how hard it is to produce a working application of this complexity!? This is not Null's Final build. Telling him bugs he DOES NOT KNOW is helpful. Telling him that it crashes and lags and will NOT HELP. All you are doing is pissing him off so he doesn't release until it's closer finishing. Try and make something like this yourself before you critisise it.[/QUOTE] Well said.
[QUOTE=Robber]I made a toggle portal size bind!! :excited: [LUA]bind("+5", [[ scale1() ]]) function scale1() local sx, sy, sz = portal0:getScale() if sx==1 then sx=2 sy=4 sz=2 else sx=1 sy=2 sz=1 end portal0:setScale(sx,sy,sz) end[/LUA] Oh and a question: Is there something like if a=1 & b=1 then? [B]Note: [/B]This is the second time I used Lua ever![/QUOTE] Ooh, cool. Useful.
[QUOTE=NeoDement]Ooh, cool. Useful.[/QUOTE] It even stays non-dynamic when you resize it now: [LUA]bind("+5", [[ scale0() ]]) bind("+6", [[ scale1() ]]) bind("+7", [[ scale2() ]]) function scale0() local sx, sy, sz = portal0:getScale() local dyn=portal0:getDynamic() if sx==1 then sx=2 sy=4 sz=2 else sx=1 sy=2 sz=1 end portal0:setScale(sx,sy,sz) portal0:setDynamic(dyn) end function scale1() local sx, sy, sz = portal1:getScale() local dyn=portal1:getDynamic() if sx==1 then sx=2 sy=4 sz=2 else sx=1 sy=2 sz=1 end portal1:setScale(sx,sy,sz) portal1:setDynamic(dyn) end function scale2() local sx, sy, sz = portal2:getScale() local dyn=portal2:getDynamic() if sx==1 then sx=2 sy=4 sz=2 else sx=1 sy=2 sz=1 end portal2:setScale(sx,sy,sz) portal2:setDynamic(dyn) end[/LUA]
Oh wow you guys, first you pressure him to release an alpha way before he wants to, then you criticize him for it. The guy's got talent, and the game will turn out to be great.
[QUOTE=Kinglah Crab]Sorry nullsquared, but so far, I have lost fate in this project. The videos looked promising, and now you release it, after it was so neat for you, and it provides nanoseconds of amusement followed my minutes of annoyance. Remove the Smoke ball, it's a lag machine. Change the keybinds yourself, you're the Dev. make portal creation better, I shoot at a wall and it appears across the room. give us a beta of where you were actually first-person of a character, not this floating around [b]really slow movement[/b] bullshit.[/QUOTE]you obviousley have no idea how hard it is to make games, if you don't like what Null Released, go make your own portal game.
I would just like to say I have no idea how I get this game to work and I really want to try it. I went through the readme and clicked on the exe file and it game up with a black window and then stopped. How do I get it to work?
I think I'm getting te same problem. I've set resolution to 800x600, and turned AA and shadows off, but I still get black screen and "Blah blah needs to close sorry bye". I have really crap specs, with 64mb video card and 256mb RAM, but is there any way to play Portalized on ultra-ultra-ultra-low detail settings?
[QUOTE=The ODST]thanks man you saved me a lot of trouble going through the game code to figure that out THANK YOU[/QUOTE] Did you ever think of, you know, playing it and finding out? :rolleye:
I have good specs and a pretty good video card. I did not get a message it just exited it is really odd.
You made something that cause SOURCE crashing, and this means, you are better than VALVe, well at least at rescaling things in real time :D I WANT BETA :lol:
Really impressive. The things that i noted were that the main fps killer was the portals, because when i closed them my fps increased massively. Also, if you open and close them too fast they fly up in the air :) I think it might be worth trying to cull whats being drawn to the stencil buffer when you aren't seeing it - i noticed when i looked at that general direction i got the lag hit. But this really is excellent. Nice one Null. Look forward to the full game, will have 8800GT by then :)
[QUOTE=Alixbox1723]I think I'm getting te same problem. I've set resolution to 800x600, and turned AA and shadows off, but I still get black screen and "Blah blah needs to close sorry bye". I have really crap specs, with 64mb video card and 256mb RAM, but is there any way to play Portalized on ultra-ultra-ultra-low detail settings?[/QUOTE] Yes, when he makes a codes fallbacks for older hardware. Now? No, it isn't possible.
I hope I get a card that supports Pixel Shader 2.0 soon.
Thanks, guys :) - yes, there's lots of optimizing to do with the portals. Currently, they work best with a GPU that is extremely fast at transforming vertices - there's lots of writing to the depth buffer (without colors or lighting, obviously), which needs lots of vertices to be transformed a lot of times. I can also move the frustum planes to the sides of the portal (like Portal did), that should cull a lot of stuff, unless you're right up against the portal, in which case the portal's frustum planes will pretty much match the main camera's frustum planes. - crashing... I see lots of errors you guys got are in Direct3D mode. Have you tried OpenGL mode? Just open up data/scripts/gfx_cfg.lua and do: [lua] renderer = "OGL" -- D3D or OGL [/lua] OpenGL seems a lot more lax with everything. As for SM2-card crashing, it's because I used PS2.a on the normal mapping shadowing shader. I'll post a fixed material file, but what you can do right now as a dirty fix is open up data/shaders/Level1.material, and edit: [code] specular_n_shadow_vs -> specular_n_vs specular_n_shadow_ps -> specular_n_ps [/code] - big bug: I've noticed a big bug with the the velocity of transferred objects in scaled portals. Seems like if you go into a large portal and out of a small one, the camera jumps a little. And objects go totally crazy. The smaller to larger works a bit better, but still is a bit weird. I'm definitely going to fix this (it seems to be because of an object's size and mass changing)... but for now, you can play some some more stable portals by making them the same size: [lua] portal0:setScale(1, 2, 1) portal1:setScale(1, 2, 1) -- use any scale you like, actually, just make it the same for both portals [/lua] Same size portals seem to work 100% for me. Yes, this does get rid of the scalable portals for the moment, but it's best to have some stable portals than unstable scalable portals. No worries, I'll fix it soon and release a fix. Well... I think that's it. I'm also a bit sick right now, so, yeah... can't really do much when lying in bed with a horrible cough and constant sneezing and nose blowing. I just wanted to see whats going on with the thread. Oh, and I'll write a few more shaders and material files to make fall backs for older technology.
Are you going to release another dev build at 0.4? That would be awesome. :D
OGL crashed on sight for me. I can try it again, but it keeps on telling me I don't have d3dx9_30.dll BUUUUUT, I have the latest version of DirectX, so I dunno. XP Pro, by the way. Re-installing just in case.
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