Portal Gun (Handheld Portal Device) is a device that creates an inter-spatial portal (wormhole) in the level.

It is quake version of the gun from game Portal (part of Orange box) by Valve.

The latest state of source code is hosted on Github.com


Idea is simple: fire with the portal gun to the desired locations to open first and second portal. Now, the wormhole is created between them. You can enter it, or close it down, or even toss some objects through.
This mod tries to simulate (poorly) the physic as seen in original Portal game. That means, when you enter the first portal, your velocity and angles is restored on the other side of wormhole.
This allows you to do big jumps using gravity, and other tricks. Teleporting of pickups is possible, which allows interesting strategies (like gathering pickups on one place and the pick them all up at once; or reaching distant items just by shooting at them).


Controls are defined in autoexec.cfg. It's inspired by wecreatestuff's version of the game:

[p] - unsheathe portal gun.
[q] - fire blue portal.
[e] - fire yellow portal.
[f] - grab item.
[w][s][a][d] - movement.

I hope you enjoy it!
   -- RobS

DISCLAIMER: Please note, that this modification is not commercial and I'm not trying to cause any financial harm to Valve company. If the Valve corporates think, I'm ruining their business, I'm ready to take it down from the internet (but I'm gonna hate them for the rest of my life :)

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0 comments by RobSis on Mar 3rd, 2013

Hello,

I've decided to put the source code on github.com and continue maintenance from there.
The repository is located at RobSis/quake-portal-gun.

Here on moddb.com, I will only upload the major releases.

Feel free to send pull requests, fill issues or fork!

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Portal Gun (v2.3)

Portal Gun (v2.3)

Jul 15, 2012 Full Version 3 comments

Yet another (and nicer) model of the gun added. And introducing the Companion Cube! You can find it in 'phystest' level. It cannot trigger any buttons...

Portal Gun (v2.2)

Portal Gun (v2.2)

May 17, 2011 Full Version 13 comments

Completely original new model added! Should work on any decent engine now. Also, new "level" added. It's called 'pellet'.

Portal Gun (v2.1)

Portal Gun (v2.1)

Apr 27, 2011 Full Version 0 comments

I decided to remove portal gun model, that caused lots of engines to crash. Someone has to make low-poly version of it... It's still in the package, though...

Quake Portal Gun

Quake Portal Gun

Mar 4, 2008 Full Version 4 comments

Portal Gun (Aperture Science Handheld Portal Device) is a device that creates an inter-spatial portal (wormhole) in level. It's an quaked conversion of...

Post comment Comments  (0 - 10 of 56)
Guest
Guest Sep 14 2013, 4:27pm says:

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atphalix
atphalix Dec 26 2012, 3:25pm says:

I put the source code on github if anyone want to continue working on the project github.com/atphalix/quake1-portal in addition is is no longer necessary to have original Quake1 data to play as I replaced everything with free content.

+1 vote     reply to comment
Noah.Klabo
Noah.Klabo Mar 4 2014, 1:35am replied:

Thanks this is awesome!

+1 vote     reply to comment
numbersix
numbersix Oct 11 2012, 11:25pm says:

This is for Quake Portal Gun mod developers, specifically mappers...
I have gotten a couple questions about making "portal proof walls."
I looked into the code and map source and made this guide: Moddb.com
If that contains any inconsistencies, let me know and I'll update it.

+2 votes     reply to comment
Halm_Barte
Halm_Barte Sep 9 2012, 9:52am says:

Whoo! Dusted my processor (first time ever) and my seven year old tower came back to life. Ran 'portal_gun2.3' and mechanically all was well, the walls that weren't meant to be portalable ...wern't. But I was getting major graphical glitches ...I'll have a play around later and see what I can do for it, after all I need to be able to test what I'm making before I press on. (Just dropped by to say things were looking up at my end, fingers crossed I'll be able to resolve the ram issues by extending some brushes.) I'll keep you posted.

+1 vote     reply to comment
Halm_Barte
Halm_Barte Sep 10 2012, 11:08am replied:

Getting best results from proGlquake. Just reducing the polygon count in the two rooms I'd made in the first palce at the moment. I've deffinatly used some wrong values somewhere because the non-portalable walls in the the second chamber don't always render. Been a bit distracted amusing myself playing with the cube in 'phystest'. :)

+1 vote     reply to comment
Halm_Barte
Halm_Barte Sep 12 2012, 1:12pm replied:

All I need in fact is the .map for 'pellet' to get the values I need. :/

+1 vote     reply to comment
RobSis
RobSis Nov 27 2011, 4:06am replied:

No, but it moves so slow it might seem so. It also smells badly :)
My mapper took a break, so did I.

+1 vote     reply to comment
watstha
watstha Dec 3 2011, 1:44am replied:

you should port this to psp too

+1 vote     reply to comment
st1x51
st1x51 Dec 4 2011, 2:27am replied:

I'll do it)

+1 vote     reply to comment
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Developed By
RobSis
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Released Mar 3, 2008
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