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Portal: Revolution testing elements #4400

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TomahawkFL opened this issue Jan 18, 2024 · 3 comments
Open

Portal: Revolution testing elements #4400

TomahawkFL opened this issue Jan 18, 2024 · 3 comments
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Enhancement Improvement or tweak to the mod

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@TomahawkFL
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Description of the feature

Add a couple of the new testing elements from the "Portal: Revolution" mod, like the power switch and the quantum cubes. (These are only two out of the four new testing elements that Portal: Revolution brings us, but the others are no more than a retextured paint fizzler and of course the pneumatic diversity vent/vactube.)

Why should this be implemented

These new testing elements have proven to be fun, and make for some very interesting new puzzles. Portal: Revolution does not have a puzzlemaker, and it'd be a shame to see such potential go to waste.

Additional information

I'd recommend doing a bit of research to understand more how quantum cubes work, because it can't exactly be described only in screenshots.

Screenshot 2024-01-18 022300
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Power switches are as the name suggests, when activated, any and every part of a test chamber that supposedly uses electricity (Light strips, antlines, buttons, etc.) is disabled. It doesn't just mean that everything is reverted to it's starting position, if a door is being held open, when the lights go off it doesn't close. It doesn't move. It doesn't do anything because it has no power supply. Panels are frozen in time. Anything hydraulic will cease to serve a function, anything electronic is gone. Connections will not connect, vactubes will not vac, fizzlers will not fizzle, you get it.

Screenshot 2024-01-18 024214
Screenshot 2024-01-18 024235

Thank you for your time and consideration :)

@TomahawkFL TomahawkFL added the Enhancement Improvement or tweak to the mod label Jan 18, 2024
@FrozenDragon0
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Quantum cubes as you call them are actually called Schrodingers cubes, there is a UCP that adds them that works a bit different, but fully adding them in the way they work in Revolution wouldn't be possible unfortunately.

As for Power Switches, I really don't see how this would be a good puzzle element. let alone how it would work in the Puzzlemaker.

@TomahawkFL
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I hit the wrong button damnit

@TomahawkFL TomahawkFL reopened this Jan 18, 2024
@vrad-exe
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I did make a Puzzlemaker version of the quantum/schrodinger cubes at one point, but they didn't work very well and were mainly just intended for designing P2CE Campaign puzzles before bringing them into Hammer. It's not really possible to get these working the same way they do in Revolution/P2CE without code modifications.

(Frustratingly, all of the code for schrodinger cubes is in regular Portal 2, but Valve hardcoded them to not work with a comment saying to bring these back for DLC2. They didn't bring them back in DLC2.)

As for the other elements:

  • Power switches are maybe doable, but would require modifying every item to handle the "power cut" state, since how it behaves depends on the test element - for example doors need to freeze in their current state, but light bridges should always turn off. They also might look a bit out of place visually in BEE chambers, but I don't think that's a huge concern.
  • We actually do want to change paint fizzlers to use the Revolution waterfall design, since it's immediately clear what those do as opposed to the weird red P1 fizzler currently present in BEE. The main thing we need to figure out is just how they should look when sideways.
  • Vactubes already exist, but can't be made to suck up gel like in Revolution, they added new code to make that work.

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