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Weirdly I tried again this morning and it did just work, but really should work every time, or at least have some hint that this is the correct thing to do if it is going to need a few retries.
Edit: I wonder if this is frame rate related? The one time it succeeded for me was when I was trying to record a video to show it failing. Might investigate a bit more later on.
Somehow similar in chapter 6 the speed gel is introduced with a game mechanic of splashing it to a wall corner based on chance,
Anyway thanks for this enjoyable Mod and good luck to the developers.
I mean imagine one person finding out the right solution but fails because of the physic engine, they'd assume that this wasn't the right way.
It works better for games made around physics like World of Goo or Bridge Simulator where gravity is important but not in Portal where this kind of stuff isn't suited for puzzles.
tbh when i did it the first time and it didn't work, I got excited because i thought there was going to be some way to launch the cube straight up out of the patch of portal surface between the vent exit and the bouncy platform and catch it midair after flinging out of the vent, and so I was quite frustrated and disappointed after banging my head against the wall for a while when i realized i just needed to try a couple more times.
I can't be too mad at the devs for some oversights in such an impressive passion project they released for free, but I think this could and should be fixed.
Puzzle games are also about randomness - take for example: sliding puzzles, Rubik's cube, Mahjong and various card games.
We start from different initial states, which makes it sometimes easier and sometimes harder, in some games such as Solitaire completion is often impossible.
Here, of course, it is mainly about solving "tests", with the main emphasis on thinking. However, there are mods that rely on dexterity and speed in addition to thinking.
Even here it is indicated at the beginning.
Some other mods/maps require jumping into distant places, which you manage to jump in 20 tries, because you're always missing those few centimeters.
The cubes always have a random element, it happens that in the middle of solving the map the cube will fall on an inaccessible island of debris and you have to start from the beginning.
This can be a problem for speedrunners, but it doesn't happen very often.
If you want to correct something, I think it is better not to change the trajectory, but the place where the cube should fall.
I cannot blame a free mod made by fans for having hiccups.
I'd still argue that even a Rubik's Cube has no random outcome when you try turning one side.
It turns out, if we play the chamber minimalist (as in, don't mess around with spreading gel anywhere it doesn't need to be), the cube goes exactly where it's supposed to practically every time.
(Correction: Only if you send the cube through the tube separate from yourself. Going with it causes other unrelated bugs.)
Every test was successful with the minimalist approach, numbering around 30 tests between us.
This contrasts to a rate closer to 50% with my save file where I had gel practically everywhere it could possibly be. It caused failures for both of us.
It presumably has something to do with the amount of assets loaded in.
Since that can break it, it may also be the case that a worse PC could have issues.
I do not know if the revolution dev team are planning on fixing this issue or if they even know about it at all.
In my experience, the cube always lands on the ending platform after bouncing onto the repulsion gel platform - as long as the player is not in the tube with the cube.