Commit graph

490 commits

Author SHA1 Message Date
Matt Penny 1f2258f86c Add plastic/plasticwall004a material 2024-05-08 21:20:36 -04:00
Matt Penny 3270d0a9ad Add material for Aperture decal 2024-05-08 21:13:58 -04:00
Matt Penny 65daf71fa9 Do not use absolute library paths in chamber 14 2024-05-05 18:34:16 -04:00
Matt Penny efb3f8da65 Detach door_02 frame from model
Door without frame is needed for chamber 15
2024-05-02 23:21:20 -04:00
Matt Penny ad6b32d022 Fix indicator light UVs in chamber 14
Strip near button was slightly stretched
2024-04-30 22:42:49 -04:00
Matt Penny e1ba9f20ef Properly mirror door textures in Blender
Matches in-game appearance
2024-04-30 22:39:21 -04:00
Matt Penny 9401198969 Use water hazard wall material in relevant chambers 2024-04-11 20:55:38 -04:00
Matt Penny 685f818114 Add material for water hazard wall 2024-04-11 19:55:34 -04:00
Matt Penny e81fa6f28a Extend, do not repeat plastic/plasticwall003a material
Reflect what the material actually looks like in-game
2024-04-01 17:31:15 -04:00
Matt Penny 3d5ede0e2e Revert "Add plastic/plasticwall003a material to materials.blend"
This reverts commit 0ddb70f8e6.
2024-04-01 16:58:15 -04:00
Matt Penny e6447819fa Add some missing collision to chamber 14 2024-03-29 02:44:17 -04:00
Matt Penny 08db90d929 Chamber 14 lighting 2024-03-29 00:55:11 -04:00
Matt Penny 0ddb70f8e6 Add plastic/plasticwall003a material to materials.blend 2024-03-29 00:55:03 -04:00
Matt Penny 32f430fcab Fix chamber 14 room boundaries 2024-03-28 01:08:31 -04:00
Matt Penny 65120989ed Debounce chamber 14 stair raise signal
When loading a save file, the cube_retrieved signal is not immediately
set, which causes the stairs to raise.

Require the signal to be set for a few frames to avoid this.
2024-03-28 01:08:29 -04:00
Matt Penny 7dcd6432ec Show pit beneath chamber 14 stairs
A transparent portal surface allows portalability when the stairs are
lowered while not blocking visibility when they are raised.

During the descent, animated collisionless floor geometry is used as
cover so the real stairs can be moved out of the way.
2024-03-28 01:08:25 -04:00
Matt Penny 5603a1a23f Add material for transparent portal surfaces 2024-03-27 23:37:22 -04:00
Matt Penny 2f5a377b7f Add decals, observation room decor, and indicator lights to chamber 14 2024-03-23 22:43:24 -04:00
Matt Penny fb4fe2a251 Add autosave and water death triggers to chamber 14 2024-03-23 19:02:54 -04:00
Matt Penny 3c3f79a839 Prevent platform in chamber 11 from closing portal 2024-03-23 18:45:29 -04:00
Matt Penny 686fb284b6 Chamber 9 level object reorganization
No changes to the level itself
2024-03-22 20:27:41 -04:00
Matt Penny fb418a9816 Add autosaves to chambers 11 and 12 2024-03-22 20:23:03 -04:00
Matt Penny 8b4a128756 For all chambers, start ambient sound at elevator 2024-03-22 20:10:07 -04:00
Matt Penny b4e65fc4d2 Start chamber 14 ambience in elevator 2024-03-22 18:53:39 -04:00
Matt Penny 4109701d66 Merge branch 'master' into ambience-sound-1 2024-03-22 18:37:48 -04:00
Matt Penny eaf1a3012d Finalize chamber 14 stairs first iteration
Next iteration will focus on making the pit beneath the stairs visible
while ideally allowing portals to be placed during the descend
animation.

Ideas include a transparent portal surface with either separately
animated step collision (to hide it beneath the level) or an animated
piece of floor geometry to act as a cover.
2024-03-20 22:16:09 -04:00
Matt Penny 8e6a854b8a Portal placement on descended chamber 14 stairs
This is currently implemented by having the stairs simply descend
beneath the floor. The floor cannot disappear/reappear dynamically until
issue #40 is fixed and portals work properly on dynamic collision. For now,
the behind-the-scenes pit is not shown as a result.

To do:
* Investigate engine optimization opportunities
* Reduce static element count if proven to be necessary
* Look into other ways to handle the floor
2024-03-16 19:22:41 -04:00
Matt Penny ef5b032fc6 Add sound to chamber 14 stair animations 2024-03-11 21:25:49 -04:00
Matt Penny 020b181499 Animate chamber 14 stairs
Added ascend/descend animation, triggers, and dynamic collision.

Next steps:
* Simplify collision (currently quite expensive)
* Destroy portals during ascend animation
2024-03-11 19:38:53 -04:00
Matt Penny b2aa24724e Beginnings of chamber 14 stairs
Created steps, pit, static collision, and armature.

Still need to:
* Create proper animation
* Add triggers
* Convert static collision to dynamic
* Make portals work
2024-03-05 23:40:50 -05:00
Matt Penny e2b3fcdd8d Prevent placing portals under test elements in chambers 11, 12, and 14
The following static geometry was previously not marked with `no_portals`:

* Walls behind ball launcher and catcher in chamber 11
* Floor beneath button in chamber 12
* Wall behind ball launcher in chamber 14
2024-03-02 22:33:01 -05:00
Matt Penny 74ba106faf Save test chambers in Blender 3.6 2024-03-02 15:40:03 -05:00
Deconimus 984dd65d2c fix fizzler optional signals generating unnecessary signals.
in test_chamber blender files, renamed @fizzler objects to not cause generation of unused signals.
removed "parse_trigger_signal" in trigger.lua, added "optional_signal_index_for_name", which is used for both trigger signals and fizzler signals.
added check in fizzler.c if signal is -1
2024-03-02 03:19:44 +01:00
Deconimus 59cdb047ec Merge branch 'master' into bug_13_fizzler_voice_lines 2024-03-02 02:23:25 +01:00
Matt Penny 5e70af8e82
Merge pull request #15 from Deconimus/chamber14_trapped_check
Chamber14 trapped check
2024-03-01 09:08:36 -05:00
hackgrid 41eb36c82d
fix ambience sound est_chamber_09 2024-03-01 14:06:53 +01:00
hackgrid 21362ed407
add ambience sound to test_chamber_09 2024-03-01 13:07:01 +01:00
hackgrid 7062d9a88d
add ambience sound to test_chamber_08 2024-03-01 13:05:04 +01:00
Matt Penny db1bb3f5ea Chamber 4 signal operators before chamber 5 signal operators 2024-02-29 12:05:22 -05:00
Deconimus 026332c5bd Level logic cleanup for test_chamber_00.yaml and test_chamber_07.yaml 2024-02-29 14:51:18 +01:00
Deconimus 5862ed99c2 Chamber04: set wait time in CHECK_TRAPPED to ~6 seconds
test_chamber_02.yaml: operator sorting
2024-02-29 13:28:42 +01:00
Deconimus d5b7d16f01 added cube_near_button trigger to chamber14
cleaned up level logic of chamber14
fixed buttons sending cubeSignals when colliding with triggers
2024-02-29 13:18:02 +01:00
Deconimus 2ae683d6f4 chamber14: added cutscene for exploding door when taking the cube off the button 2024-02-28 19:04:32 +01:00
Deconimus 5442ca5f38 temporarily deactive cube_dropper while playing a cube_fizzled cutscene in chamber00 and chamber12 to sync the cube dropping with the voice lines 2024-02-28 15:12:02 +01:00
Deconimus c401da07db chamber12: added cube_fizzled signal to fizzler and added cutscene to play voice-lines 2024-02-28 14:36:43 +01:00
Deconimus 3d37c2504c enabled fizzler objects to send signals on cube contact, the "@fizzler" objects in blender files now can have an argument for the signal name to send.
test_chamber_00: added level logic to trigger voice lines whenever the cube in the first room is fizzled.
added missing voice lines
box_dropper.c: fixed typo "DROPPER_.." instead of "DROOPER_.."

(Issue #13)
2024-02-28 13:32:44 +01:00
Deconimus 93d6d33b2b Chamber 04: add trigger for cube in corridor; add cutscene to check for cube in corridor, opening the "escape hatch" like in Portal Non-64 2024-02-28 13:16:43 +01:00
Deconimus 0d268b3885 test chamber 14: added a trigger to check for cube placement on top of piston, added CHECK_TRAPPED cutscene to simulate behavior of the original game when placing the cube on top of the piston 2024-02-27 22:00:39 +01:00
Deconimus 591e5958aa (Issue #10) Simplified operators for more clarity and activate different signal in cutscene to prevent exit_door from being closed by button logic afterwards. 2024-02-23 17:55:36 +01:00
Deconimus 35e29e26e6 Fix Test Chamber 13 Escape Hatch cutscene triggers (issue #10) 2024-02-23 15:06:05 +01:00
Matt Penny 52bbd22c61 Fix cube and ball launcher/catcher texture generation
Previously used Imagemagick 7 functionality, but the Ubuntu repos
(and thereby the machines of users following the readme) contain
version 6.
2024-01-21 22:21:33 -05:00
Matt Penny bd3dc02c56 Get all textures from VPK
Some textures cannot be used in their current form, and so they are
transformed at build time by Imagemagick commands (e.g., add shapes,
crop and merge different portions, etc.).

For a very small number of textures, making them usable takes more than
a few simple commands. For example, Chell's eyes and ears are detached
from her face in the texture image, and there are not enough polygons in
her model or pixels in an N64 texture to make a good UV map.

For these few complex textures, James worked around the problem by
checking in pre-edited images. This commit removes those images and
instead performs the necessary transformations at build time. As a result,
some textures are now slightly different (ball launcher/catcher, cube,
Chell). Chell's UV map is redone to accomodate this - for the better.
2024-01-21 00:42:52 -05:00
Matt Penny 94be65409d Update readme with Still Alive info 2024-01-13 11:27:25 -05:00
James Lambert 8d7d047415 Add some more materials 2024-01-06 21:10:31 -07:00
James Lambert 6f1834f742 Touch up some test chambers 2024-01-06 20:55:35 -07:00
James Lambert 33c80b25ee Add lighten material variants 2024-01-06 19:42:24 -07:00
James Lambert 95ca05b846 Build out much of test chamber 09 2024-01-02 21:36:53 -07:00
James Lambert dba8b5d415 Build out static content for test chamber 09 2024-01-01 21:49:21 -07:00
James Lambert 0f4877553c Start on test chamber 09 2023-12-30 21:50:15 -07:00
James Lambert ee42238411 Work on test chamber 08 2023-12-29 21:48:16 -07:00
Alan Jaouen 653dc3e77c
fix french translation 2023-12-30 01:42:02 +01:00
James Lambert e01fa284b7 First draft of test chamber 13 2023-12-28 21:32:03 -07:00
James Lambert a7261cf132 Build out static content for test_chamber_08 2023-12-28 21:32:03 -07:00
VanGorkum 03a6395dce Introduced Portal UI look from Switch version 2023-12-26 16:48:09 +01:00
Mateus Silva Freitas 93aa8bea04
Brazilian translations Fix
Fix of brazilian translation
2023-12-20 13:31:03 -03:00
James Lambert 7fbfcc72ff Simplify autoportal frame model 2023-12-16 10:20:39 -07:00
James Lambert 2fd1c8efbf Put camera arm on correct side 2023-12-12 20:35:43 -07:00
James Lambert eae2f6d3b1 Show 01:59:50:00 on the clock in the main menu 2023-12-10 21:00:28 -07:00
James Lambert ee079e95ae Fix texture wrapping issue on portal main menu 2023-12-10 20:43:08 -07:00
James Lambert b4d4a16a70 Have default main menu camera pose be at the beginning of the animation 2023-12-10 20:19:01 -07:00
James Lambert 5775f8abcd prevent portals from being placed under button in test chanmber 04 2023-12-06 20:04:20 -07:00
Joseph a87a1e3148
Edited test_chamber_06_10
Made the chamber look more like og game.
2023-12-06 11:16:57 -05:00
James Lambert e79b2994d2 Small adjustments and polish
cut up light bridge to better z sort
2023-12-04 22:13:51 -07:00
James Lambert d29477c844 Fix some issues with test_chamber_01 2023-12-04 20:30:50 -07:00
James Lambert 7214c7c845 Add wide ledge for vertical portals to be able to stand hanging out of portal 2023-12-01 20:27:54 -07:00
James Lambert 0c7ec9a3cd Remove duplicate ceiling geometry 2023-11-26 20:14:58 -07:00
James Lambert 9c933eec9b Remove unused material 2023-11-25 20:40:27 -07:00
James Lambert 6da0f30719 Implement signage power on cutscene triggers 2023-11-25 15:34:48 -07:00
James Lambert 20e9beaa0f Implement triple sign state 2023-11-24 21:54:27 -07:00
James Lambert b8304fc8f4 Cleanup texture bleeding in signage 2023-11-24 20:37:17 -07:00
James Lambert 792c02c565 fixup the clock a bit 2023-11-24 20:09:07 -07:00
James Lambert 189133c1fe Finish up credits screen 2023-11-22 15:38:02 -07:00
James Lambert b275813dcd Use liberation mono for credits font 2023-11-22 09:48:09 -07:00
James Lambert 403e0d1bb9 Some more portal gun polish 2023-11-21 18:29:47 -07:00
James Lambert 3a1ddebb26 Add more portal gun animations 2023-11-21 18:12:54 -07:00
Johanna Laitila 566ca400f5
Better Finnish translations 2023-11-21 23:43:51 +02:00
IlDucci 949a3cb030 Minor tweaks to Spanish translations. 2023-11-21 15:30:48 +01:00
James Lambert 6ee43840d2 Add portal gun firing animation 2023-11-20 21:55:09 -07:00
James Lambert 67d99e1bd3 Start work for animating portal gun 2023-11-20 21:55:09 -07:00
Dawid Osowski 58ce50d667
Update extra_polish.txt
Update polish translation
2023-11-20 15:20:16 +01:00
lambertjamesd 43ff39f31e
Merge pull request #451 from nest-aka-swan/patch-1
Update russian extra translation
2023-11-19 08:10:38 -07:00
lambertjamesd d54dcc86ee
Merge pull request #446 from hackgrid/extra-german-only-2
update german extra translation based on official valve/steam translation
2023-11-19 08:10:25 -07:00
lambertjamesd 582d9c33d5
Merge pull request #445 from iWhacko/iWhacko-patch-1
Update extra_dutch.txt
2023-11-19 08:10:02 -07:00
Nikita Lebedev f359ee296f
fix Valve_Look_Straight_Back similar to valve_russian.txt 2023-11-19 14:23:44 +01:00
Nikita Lebedev bec5453c30
Update russian extra translation 2023-11-19 13:53:15 +01:00
hackgrid bf83eb1697
german extra translation based on official valve/steam translation 2023-11-19 00:48:45 +01:00
libas 59e45f6a4c
Fixing Hungarian translations 2023-11-18 22:33:35 +01:00
Magnus K 08fc0644a5
minor improvements 2023-11-18 20:16:43 +01:00
James Lambert b1e606ce3a Add portal indicators to portal gun 2023-11-17 22:35:47 -07:00
lambertjamesd fba8e29cf7
Merge pull request #440 from Aploide/patch-1
Fixed extra_italian.txt
2023-11-17 20:22:48 -07:00