Portalized - Back and Better Than Ever - Scalable Movable Portals
885 replies, posted
Cool. The first screenshot reminded me of Tron XD
When you start Portalized what do you do?
The page is just blank and there is a command
box in the center.
@JoeyYODA I suggest you read the readme.
Hey nullsquared! Can't believe I've been missing out on the development for so long! The game works great after a quick read through the thread for some problem fixes. I may have found a bug: When looking into a portal on the floor that leads to a portal on a wall, it lags more than it does with wall to wall or floor to floor. Is there any specific reason for this?
Anyways, this is a masterpiece Null! I love it! It couldn't be better if you had worked with valve! And yes, I did recieve all the bugs everybody here has. And enabling Vsync fixed my objects not going through portal, changing d3d to OGL Or whatever it is fixed the instant crash, etc etc. You should put all these fixes on the front page so that people know what to do and what not to ask.
I wish I could just sum up everything I have to say in a few lines, but I can't.
That picture of the latest build looks fantastic. And I know you didn't want to release the development build, but look! You found and fixed bugs that you may not have found without release. I was looking so forward to this today, and I find that PM From you at youtube, and I was just like "WHAAAT?!?!"
Well, I'm sure that you are tired of reading my random shit about portalized, so I might as well stop now. Great job, I need to say! Go get yourself hired at valve!
Thanks. I don't feel like putting all these "hack" fixes up because the development build is in the past. I'm working hard away on the beta, and it's going great!
Also, to anyone who may have asked: I can confirm that scaled objects through scaled portals will indeed collide on both sides - even with themselves (that that video, except it didn't use scaled portals).
@ wall/floor lag bug: I don't remember how many iterations of portals I set the dev. build to. I don't remember if I even added the lua function to change the iterations... Anyways, what happens is that the engine sometimes falsely decides that you can see certain iterations through the portals, and lots more over draw happens than when it correctly decides and draws only the iterations you can actually see.
[QUOTE=nullsquared]Thanks. I don't feel like putting all these "hack" fixes up because the development build is in the past. I'm working hard away on the beta, and it's going great![/quote]
I see. Anyways,I'l glad to hear that your making good progress on the beta! Keep at it, and don't let your fellow portalizers down!
[QUOTE=nullsquared]Also, to anyone who may have asked: I can confirm that scaled objects through scaled portals will indeed collide on both sides - even with themselves (that that video, except it didn't use scaled portals).[/quote]
This is a great thing to know, the objects will look smooth, and we may have some new maps to play on!
[QUOTE=nullsquared]@ wall/floor lag bug: I don't remember how many iterations of portals I set the dev. build to. I don't remember if I even added the lua function to change the iterations... Anyways, what happens is that the engine sometimes falsely decides that you can see certain iterations through the portals, and lots more over draw happens than when it correctly decides and draws only the iterations you can actually see.[/quote]
I understand. Do you plan on fixing this bug? Or do you think it's fine how it is now?
And also, You did a great job with this. I wouldn't be surprised if you were some kinda spy from valve :P
I can't type apostrophes(") into the console somehow..
Is there anyway I can use some kind of autoexec to load the level?
How I wish people would stop using the dev. build already...
Use [[ and ]] or ' and '
[QUOTE=TheFoxz]I can't type apostrophes(") into the console somehow..
Is there anyway I can use some kind of autoexec to load the level?[/QUOTE]
Me too, I gave up at that point, I could've changed my keyboard layout, but I couldn't be arsed lol.
[QUOTE=Darkomni]@JoeyYODA I suggest you read the readme.
Hey nullsquared! Can't believe I've been missing out on the development for so long! The game works great after a quick read through the thread for some problem fixes. I may have found a bug: When looking into a portal on the floor that leads to a portal on a wall, it lags more than it does with wall to wall or floor to floor. Is there any specific reason for this?
Anyways, this is a masterpiece Null! I love it! It couldn't be better if you had worked with valve! And yes, I did recieve all the bugs everybody here has. And enabling Vsync fixed my objects not going through portal, changing d3d to OGL Or whatever it is fixed the instant crash, etc etc. You should put all these fixes on the front page so that people know what to do and what not to ask.
I wish I could just sum up everything I have to say in a few lines, but I can't.
That picture of the latest build looks fantastic. And I know you didn't want to release the development build, but look! You found and fixed bugs that you may not have found without release. I was looking so forward to this today, and I find that PM From you at youtube, and I was just like "WHAAAT?!?!"
Well, I'm sure that you are tired of reading my random shit about portalized, so I might as well stop now. Great job, I need to say! Go get yourself hired at valve![/QUOTE]
That still does not help. I said that when I start it up it works fine but
all I see is a black background with a console that I can type in :S
[QUOTE=JoeyYODA]That still does not help. I said that when I start it up it works fine but
all I see is a black background with a console that I can type in :S[/QUOTE]
Just [b][U]read[/U][/b] the readme!
[QUOTE=JoeyYODA]That still does not help. I said that when I start it up it works fine but
all I see is a black background with a console that I can type in :S[/QUOTE]
Read the fucking readme!
It tells you what to type. Better still delete it now, because you will probably just come back with another stupid question if you get past that.
Dammit you did such a great job with this game!
every time I enter this thread I'm amazed again...
well, keep us updated about your work!
Hey nullsquared, as the creator of your Portalized engine you are always free to dual license it, there is nothing stopping you from releasing just the engine under the GPL (minus assets if you wish), while you sell a fully working game. In my opinion if you choose that route you will gain more followers, everybody loves Open Source friendly companies :)
Awesome work on the editor btw :D
Oh... yeah, sorry about my little... flame a while ago, nullsquared. I guess I was a little impatient back there. It may have just been that my computer was slow and I didn't bother changing any settings, and I was too lazy to change keybinds etc. also keeping in mind that it was a not-even-alpha version.
I think I'll stay up to date with this thread again. :) are there any new versions released?
WOW! Looks incredible. I haven't been able to play it yet, but am downloading it now, with the fallbacks so it will run at a nice framerate on my Nvidia GeForce 5200FX. I saw the Dynamically Scalable Portals video on youtube, and was amazed.
P.S. I have tested it on my friends Vista PC, and it works, but goes slow, because Vista is quite a resource hog.
I have a problem, when I start the game I can play and all, but it is really dark, do you know a solution? I have placed lights but they are not bright enough.
Like nullsquared said, "I wish people would stop using the dev build already".
All your bugs are probably already fixed in the current beta :)
I tried to run this game, read the readme, and it opens then closes itself
ill paste the main.txt
[code]22:07:03: Creating resource group General
22:07:03: Creating resource group Internal
22:07:03: Creating resource group Autodetect
22:07:03: SceneManagerFactory for type 'DefaultSceneManager' registered.
22:07:03: Registering ResourceManager for type Material
22:07:03: Registering ResourceManager for type Mesh
22:07:03: Registering ResourceManager for type Skeleton
22:07:03: MovableObjectFactory for type 'ParticleSystem' registered.
22:07:03: OverlayElementFactory for type Panel registered.
22:07:03: OverlayElementFactory for type BorderPanel registered.
22:07:03: OverlayElementFactory for type TextArea registered.
22:07:03: Registering ResourceManager for type Font
22:07:03: ArchiveFactory for archive type FileSystem registered.
22:07:03: ArchiveFactory for archive type Zip registered.
22:07:03: FreeImage version: 3.9.3
22:07:03: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
22:07:03: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
22:07:03: DDS codec registering
22:07:03: Registering ResourceManager for type HighLevelGpuProgram
22:07:03: Registering ResourceManager for type Compositor
22:07:03: MovableObjectFactory for type 'Entity' registered.
22:07:03: MovableObjectFactory for type 'Light' registered.
22:07:03: MovableObjectFactory for type 'BillboardSet' registered.
22:07:03: MovableObjectFactory for type 'ManualObject' registered.
22:07:03: MovableObjectFactory for type 'BillboardChain' registered.
22:07:03: MovableObjectFactory for type 'RibbonTrail' registered.
22:07:03: *-*-* OGRE Initialising
22:07:03: *-*-* Version 1.4.6 (Eihort)
22:07:03: Loading library RenderSystem_Direct3D9
22:07:03: Installing plugin: D3D9 RenderSystem
22:07:03: D3D9 : Direct3D9 Rendering Subsystem created.
22:07:04: D3D9: Driver Detection Starts
22:07:04: D3D9: Driver Detection Ends
22:07:04: Plugin successfully installed
22:07:04: Loading library Plugin_CgProgramManager
22:07:04: Installing plugin: Cg Program Manager
22:07:05: Plugin successfully installed
22:07:05: Loading library Plugin_ParticleFX
22:07:05: Installing plugin: ParticleFX
22:07:05: Particle Emitter Type 'Point' registered
22:07:05: Particle Emitter Type 'Box' registered
22:07:05: Particle Emitter Type 'Ellipsoid' registered
22:07:05: Particle Emitter Type 'Cylinder' registered
22:07:05: Particle Emitter Type 'Ring' registered
22:07:05: Particle Emitter Type 'HollowEllipsoid' registered
22:07:05: Particle Affector Type 'LinearForce' registered
22:07:05: Particle Affector Type 'ColourFader' registered
22:07:05: Particle Affector Type 'ColourFader2' registered
22:07:05: Particle Affector Type 'ColourImage' registered
22:07:05: Particle Affector Type 'ColourInterpolator' registered
22:07:05: Particle Affector Type 'Scaler' registered
22:07:05: Particle Affector Type 'Rotator' registered
22:07:05: Particle Affector Type 'DirectionRandomiser' registered
22:07:05: Particle Affector Type 'DeflectorPlane' registered
22:07:05: Plugin successfully installed
22:07:05: CPU Identifier & Features
22:07:05: -------------------------
22:07:05: * CPU ID: GenuineIntel: Intel(R) Celeron(R) CPU 2.70GHz
22:07:05: * SSE: yes
22:07:05: * SSE2: yes
22:07:05: * SSE3: no
22:07:05: * MMX: yes
22:07:05: * MMXEXT: yes
22:07:05: * 3DNOW: no
22:07:05: * 3DNOWEXT: no
22:07:05: * CMOV: yes
22:07:05: * TSC: yes
22:07:05: * FPU: yes
22:07:05: * PRO: no
22:07:05: * HT: yes
22:07:05: -------------------------
22:07:05: D3D9 : Subsystem Initialising
22:07:05: ***************************************
22:07:05: *** D3D9 : Subsystem Initialised OK ***
22:07:05: ***************************************
22:07:05: D3D9RenderSystem::createRenderWindow "Portalized", 800x600 windowed miscParams: FSAA=2 vsync=false
22:07:05: D3D9 : Created D3D9 Rendering Window 'Portalized' : 800x600, 32bpp
22:07:05: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
22:07:05: OGRE EXCEPTION(3:RenderingAPIException): Failed to create Direct3D9 Device: Invalid call in D3D9RenderWindow::createD3DResources at D:\Ogre_CVS\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderWindow.cpp (line 573)
[/code]
Do you have the latest Direct X/video card drivers?
Any news nullsquared? Progress/Stuff you've been working on? Not meaning to push you, just interested :)
Typed dofile(dd.."test_lua.lua") but it just says a nil value.
Nevermind, was typing "dot" instead of just "do"
The game just starts then closes for me.
Files modified..
[code]--[[ graphics configuration lua script ]]
renderer = [[OGL]]
width = 800
height = 600
FSAA = 2
fullscreen = false
name = [[Portalized]]
filtering = [[anisotropic]]
anisotropy = 0
vsync = [[false]]
[/code]
[code]d_enableShadows(false)[/code]
I always keep getting this error:
[IMG]http://i157.photobucket.com/albums/t50/Kitterwings/AUGHERROR.jpg[/IMG]
Help?
EDIT: OH COME ON! My stupid computer makes me miss out all the fun.. i-i
(crys)
So here is my question, what happens when you put the little portal in the big portal.
Does the world collapse?
[QUOTE=HashBox]Any news nullsquared? Progress/Stuff you've been working on? Not meaning to push you, just interested :)[/QUOTE]
Yes.
[img]http://img215.imageshack.us/img215/2310/ptplighting0qd5.jpg[/img]
[img]http://img72.imageshack.us/img72/5149/ptplighting1aq9.jpg[/img]
[img]http://img241.imageshack.us/img241/3153/ptplighting2ag8.jpg[/img]
Form your own conclusions. Yes, the portals will soft-self-shadow soon.
@ Everyone Else: I do not provide support for the old dev. build.
[QUOTE=nullsquared]Yes.
[img]http://img215.imageshack.us/img215/2310/ptplighting0qd5.jpg[/img]
[img]http://img72.imageshack.us/img72/5149/ptplighting1aq9.jpg[/img]
[img]http://img241.imageshack.us/img241/3153/ptplighting2ag8.jpg[/img]
Form your own conclusions. Yes, the portals will soft-self-shadow soon.
@ Everyone Else: I do not provide support for the old dev. build.[/QUOTE]
Is the old dev build the download in the OP (the 039 release one)? If so, how do I get the beta?
You don't. It's not out yet.
[QUOTE=ssansam]So here is my question, what happens when you put the little portal in the big portal.
Does the world collapse?[/QUOTE]
No, they just change size, i guess.
[QUOTE=kukiric]No, they just change size, i guess.[/QUOTE]
No portal changes it's size and the small portal flies out of the big portal.
I gotta say, man, this has to be the most impressive thing I've ever seen on this forum. This whole project is beautiful, and the way you pulled it off is astounding. I am eagerly awaiting the beta, please, please, please, keep up the awesome work, and take your time, so it stays awesome!
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