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Many Portal 1 and Rexaura Bugs. #1562

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Alfe5 opened this issue Feb 9, 2017 · 17 comments
Closed
6 tasks done

Many Portal 1 and Rexaura Bugs. #1562

Alfe5 opened this issue Feb 9, 2017 · 17 comments
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Bug Something isn't working correctly Done in next release This has been addressed in the next release Portal 1 Issue only applies to Portal 1 style.

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@Alfe5
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Alfe5 commented Feb 9, 2017

  • When "Pellets Destroy Cubes" is ticked, only the first weighted cube acts accordingly. Other cubes are not fizzled.
  • Particle effects of the Positronic Energy Orb are not centered.
  • White Hole Lights give off a fraction of light they are supposed to have.
  • Angled wall panels when extending outwards sometimes don't kill you and you get stuck. They shouldn't do this. If they do, it's a bug.
  • Corridor 1 has a weird lighting glitch.
  • Energy Pellets move way too fast to create any Rexaura item based puzzles.

(All bugs were found in the most recent version of Bee2)

@TeamSpen210 TeamSpen210 added Bug Something isn't working correctly Portal 1 Issue only applies to Portal 1 style. labels Feb 9, 2017
@vrad-exe
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vrad-exe commented Feb 9, 2017

I've previously opened an issue about P1 lights being too dark (#1112). HEP speed is probably a Valve bug - HEPs are already fully implemented into vanilla Portal 2, all BEE2 does is pack the texture. But then, BEE2.4 does make it so HEPs can pass through grating, so maybe I'm wrong?

@vrad-exe
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vrad-exe commented Feb 9, 2017

Also, angled panels should never kill you, only fizzle cubes.

@TeamSpen210
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The speed is an option on the entity. I'll need to do some analysis on Rexaura and Portal 1 maps, to see what speeds they use.

@TeamSpen210
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When moving outwards, angled panels never hurt you.

@Alfe5
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Alfe5 commented Feb 9, 2017

panels do hurt you if you stand in their way. I tested it plenty of times

@vrad-exe
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vrad-exe commented Feb 9, 2017

Piston panels, but not angled panels...

@Alfe5
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Alfe5 commented Feb 9, 2017

angled panels in 1x1 voxel corridors coming out of the wall squash you. I will record evidence tomorrow

@TeamSpen210
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Energy pellets are way way too fast. Here's a list of the speeds in Portal 1:

Chamber Launcher Name Speed
3 ceiling_energy_ball_launcher_lvl4 200
3 energy_ball_launcher_a03_2 200
4 energy_ball_launcher_lvl5 200
7 launcher_energyball_rm6 300
8 energy_ball_launcher_lvl7 200
9 energy_ball_launcher_lvl7a 200
10 energy_ball_launcher_a_rm8 400
10 energy_ball_launcher_rm8 400
10 ball_launcher_b_rm8 400
10 advanced energy_ball_launcher_a_rm8 175
13 energy_ball_launcher3_lab5 350
13 energy_ball_launcher2_rm8 400
13 energy_ball_launcher1_rm8 400
14 energy_ball_launcher 250
14 lab4_energy_ball_launcher1 225
15 energy_ball_launcher_rm8 400
15 launcher_energyball_rm6 400

All Rexaura pellets have a speed of 300. But the BEEmod ones have a speed of 500.

@TeamSpen210
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I'll make it match Rexaura (300), and eventually let you set the speed.

@HugoBDesigner
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I would really appreciate if you could allow for a slightly greater range of speeds, mostly slower pellets (100). Additionally, would be nice to have their lifetime easier to adjust. Right now, at "3 seconds", they still last too long for some puzzles, so a broader timing range would be appreciated

@TeamSpen210
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If you edit the properties in the right-click window, you can give them a default of 1 or 2 seconds and get those that way.

@HugoBDesigner
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Actually, disregard the timing issue. I figured my problem was the lifespan increase when the pellet went through a portal, not necessarily the lifespan it has when launched. My bad

@TeamSpen210
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That can also be changed actually, maybe I should make pellets which start with <6 seconds not go above their original value.

@HugoBDesigner
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Oh, that'd be quite handy actually!
For curiosity, how much does going through portals add to the lifespan? If I'm not mistaken, it was 20 seconds in Portal 1 (although, thinking about it, that value seems a little too high).

@TeamSpen210
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TeamSpen210 commented Mar 14, 2017

It resets it to 6 seconds if it's less than that.

TeamSpen210 added a commit that referenced this issue Mar 18, 2018
- This fixes Cube/Pellet fizzling not working after first respawn.
- See #2535, #2550, #1562
@LautaroL20 LautaroL20 added Done in next release This has been addressed in the next release and removed Done in next release This has been addressed in the next release labels Mar 18, 2018
@Konclan
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Konclan commented Sep 12, 2019

Not sure there are any valid issues here, What does "Corridor 1 has a weird lighting glitch" mean?

@Konclan
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Konclan commented Sep 12, 2019

Oh nvm I missed the part about lights, yeah they really need to be brighter

@Konclan Konclan added the Done in next release This has been addressed in the next release label Aug 29, 2021
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Labels
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