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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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Update polish translation
2023-11-20 15:20:16 +01:00
lambertjamesd
43ff39f31e
Merge pull request #451 from nest-aka-swan/patch-1
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Update russian extra translation
2023-11-19 08:10:38 -07:00
lambertjamesd
d54dcc86ee
Merge pull request #446 from hackgrid/extra-german-only-2
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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
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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
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Fixed extra_italian.txt
2023-11-17 20:22:48 -07:00
Aploide Project
d2da5313e5
Fixed extra_italian.txt
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I changed a text and controlled everything (I am italian and the rest is correct)
2023-11-18 02:40:56 +01:00
Tomo
0c568ba3e7
Fixing scandinavian/dutch translations - based on my own fluency and research on proper technical terms, like 'deadzone' which has established names
2023-11-17 19:52:08 +01:00
lambertjamesd
25f427c49e
Merge pull request #433 from westonCoder/italian-fixes
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Fixes Italian Extra File
2023-11-17 08:04:01 -07:00
iWhacko
5629f40c50
Update extra_dutch.txt
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Updated dutch translation to be more natural.
2023-11-17 12:06:23 +01:00
westonCoder
e399b39345
Fixes Italian Extra File
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Fixes #431
Lets wait to hear back if there are any other changes needed from kirby before merging PR.
2023-11-16 23:50:41 -06:00
zyapguy
f4236d5f46
actual turkish translations
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these are actual turkish translations from a native turkish speaker
2023-11-17 04:44:54 +00:00
James Lambert
4e06800cff
Make some visual improvments on the portal gun
2023-11-15 21:39:20 -07:00
James Lambert
8b216e751b
round portals a little more
2023-11-13 20:38:57 -07:00
hackgrid
97469b3610
add new extra "GameUI_Joystick_N64"
2023-11-13 11:01:57 +01:00
James Lambert
803d30baba
Rebuild font to include missing characters
2023-11-12 21:58:13 -07:00
James Lambert
58f851d3d4
Add bad google translate placeholder translations
2023-11-12 21:35:02 -07:00