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If you have any specific textures/materials in mind, like a particular surface that seems too shiny/wet, please let me know. If possible, send it in the development Discord server.
As for the maps, I've occasionally heard that I might have overdone the fog. Same as before, let me know of any specific spots in any maps that you have in mind.
If you don't want to use Discord, you can create a forum/discussion on this addon.
I got them from here. More specifically, I got them from the old Destinations version that actually had the workshop assets you could explore.
vuk:
Yes, they're not perfect. We did the best we could, but this addon is still just a proof of concept of what Portal in Source 2 could be like.
Second attempt, a button appeared over the bed that was not present first run for a button to "sleep" was able to select and move on, then when instructed to do anything further no choices were able to be made. My controllers were visible with indicators on what buttons to press but when I pressed buttons it did not recognize any of them. I accidentally pressed something else, the scene moved on, changed to a mode where I was watching him crash the room into the building. Then as soon as the crash through the wall the game crashed.
Looks promising, looking forward to all kinks getting worked out, will attempt again.
How do i get around this guys plz?
• As stated before, we might be able to get legit flings working. The fade-to-black flings are yet another limitation of the engine. I assure you, it was not a quick hack to get it finished; I tried many solutions, yet every solution I've tried has been super janky.
This mod began development before the Portal 2 VR mod, and it's not intended to replace it. It's a proof of concept of what Portal in Source 2 could look like.
Thanks for the feedback, and hopefully this clears things up.
• I agree that the portals aren't perfect, but HLA is very limiting when it comes to this. It was never made with functioning portals in mind, so there will always be some jank. We have the noclip option in the settings menu for this reason.
• I enhanced the textures and materials as much as I could with various upscaling methods and creating normal maps, ao maps, etc. If you look at vanilla Portal 2, you should be able to see the difference. Of course, they won't match HLA's standards since I'd have to fully recreate the materials in that case.
-taking cubes with 2 hands from the start, then later getting hint that I can unequip portal gun to use the both hands for the cube picking, and only much later after trying to pick up Wheatley with both hands for like 2 minutes, I get a hint that I can pick him up with trigger on portal gun? really?
-the black screens on more dynamic jumps seem more like just a quick hack to get this finished, rather than something in spirit with original Portal 2, and something that could work in case you plan to continue with next chapters, since there are jumps needing to shoot portals mid-flight.
Overall, I appreciate the amount of work behind this, but so far I do not really see much of added value in this over Portal 2 VR, and so far this seems a bit worse, but good luck in the development, there is still a lot of potential in this.
-portals looking flat from closer view, and they blur up on close up
-no interaction thru portals
-getting stuck in floor after exiting a portal (happened on the first use of portal) I had to jump out
-in some level portal shot on the floor was not passable)
-mostly quite low-resolution textures and materials not set too well (I get that you are mostly like level-designer, and assets are by other people & ports, but still with current options of upscaling, but it really brings the mod down, when it looks worse than vanilla Alyx)
https://youtu.be/yxA12vnFq_4