Hi modders and gamers. My name is Santiago and I love Portal. I'm making a mod called "Portal: Next".
Yeah, a bit laggy, and you should work a bit in the lighting.
lol, look what I have found: 2.bp.blogspot.com
Yes! I will play it!
The energy ball catcher is now Portal 2 style! How didn't you see it, guys?
Half Life 2 graphics pretty much up to date? With games that have entirely dynamic lighting and reflections? I don't think so.
Another troll mod?
Why would you have to extract all the Portal content to the 2007 engine?
I really hope this is sarcasm.
Excellent article. :)
Why compare it to CE3 and UE3 if this is made to use in iOS, Android and Tizen?
Looking forward to the shadow system explanation. :)
Well, you can't compare that Android with and iPhone. Compare the S4 and then we talk...
My texture settings are already set to "Very High".
In my laptop it is running at around 120 FPS but there is a fps drop every 10 seconds. :C
Also, the cabinets and screens artwork is very pixeled, why?
Wow, this looks like Mirror's Edge.
So, when we import our image files it will create vmt files for them? I want them because of bumpmapping, animations, material proxies and things like that to be in the cabinets. Also, can we import our own maps?
Can we use custom vmt files in the cabinets and thingys?
Are you going to release a base mod?
Why isn't it using the new Source SDK Base 2013?
Wow, I hope you release a base mod with all this features.
Wow, you are really pushing the Darkplaces engine forward! I want to play. Do you use NetRadiant for mapping?
It would be cool if it also changes the sensivity of the mouse, making it more insane. :D
How did you start to make shaders for Source? I want to learn, but I haven't found a good tutorial, and I really want to learn how to make shaders.
Yes! I want to know too!
You can compile the custom libraries for Linux compiling the new Source SDK Base 2013 for Linux. :)
Yes! Please make proper VCDs for dialogues!
This is looking pretty good.