I do Source Mapping but mostly for Portal and Portal 2. I'm the main mapper of Portal: Project-Beta, Blue Portals and I'm also a mapper for Portal: Alive and Kicking. I do mapping for other Source games such as Half-Life 2 also.
Ok, sorry I've been not checking in as of late but shortly after I've announced my commitment back to this mod, life happened. I've just downloaded and launched this mod on a new PC with no Source development stuff on it and here were my results.
- The liquid portal works now (somehow). I was using a 750Ti during development and now I've just ran it on an RX480 and the texture draws now. I didn't download any addons, just the vanilla mod. This may be a driver/manufacture issue, I don't know.
- The menu issues "#project-beta_**" are due to the folder being named "project-beta". It can be fixed renaming the folder "portal" or editing the the old language files replacing "Portal" with "Project-Beta".
- No Linux build sadly as I can't get the engine to build on the latest Ubuntu nor My Debian 9 machine. (Which once upon a time worked..) One of the dependencies must have updated and broke everything.
I'm calling this mod finished. It does it's goal of being a snapshot of development of this game and development/demo stuff in a working playable order. I know I had to fix some maps to get it to compile correctly but I can not guarantee if any of these assets were "enhanced" at all. There is a long story when it comes to how assets were handled between everyone. Also that leak happened and made everyone upset.
Glad to see people are enjoying this. As surprising as it is, this mod is the only one that just complied the assets as is so I'm glad that it exists. It only took 8-10 years, but I think my goal from 2008 is finally achieved. I'd like to thank and apologize to all who were involved.
Whoops! you're right. I sent that out by mistake. Here's a fixed version. Thanks. Hopping to get a new build up soon. Pastebin.com
For now, you can just install the maps in the simple maps directory. New build (not yet done) fixes the custom folder.
Will check it out, thanks for the report.
Thanks for the feedback. The mod is still being worked on and I'm trying to figure out how to get the packaging system to work. I kind of want to make the base mod a snapshot of the December build, and not 5GB of random content.
It's just so interesting! :)
No Mac support right now. Sorry.
Yep, next on the list. Coming with the trailer maps. Issue is that the particles still show up so to play it properly. Without a binary edit (Which is being worked on) you'll need x06 mode enabled to have it right.
Oh yeah, that can cause some problems too, thanks. :)
Whoops! it still has the SDK steamappid. change the 243730 to 400. Although, you shouldn't need Portal installed.
Here's my gameinfo, minus the appid fix.
In this case, you'd need to have backed up the entire Source 2009 version of Portal. We didn't recompile the engine, Valve did.
I need to find a backup of that project and post a video of it. I remember it being weird and broken along with stuff relating to fruit.
Whoops, that happens when I don't come here often. Translations will mostly come right before/right after release. Ask Colossal near release I guess.
Sorry again for not getting back to you sooner, Also It was not clear in what you wanted to translate for. I swore it was for Vectronic when I first looked at it.
Yeah I should re-release this on Github or something so the mod can accommodate for gotcha's like this.
I did not do the music.
I personally forgot, as some songs I don't have anymore. But If you look under the filenames, it does hint what they are/what they were.
I do know that you forgot "I'm so Lucky Lucky" by Lucky Twice(?), and 08 on your list is "Sextasy" by East Clubbers.
Yes, I just need to prepare something else, and I'll post an article before New Years Eve.
You can try rebuilding the cubemaps since it seems to be the problem. You see, now for Portal and other games of it's branch, you have to delete the default cubemap to build your own. I've tried to build them in other modes (ldr only, etc) but I saw no differences because mine were already built for DX95 HDR level 2.
I'd recommend you just put in the console mat_spectacular 0, buildcubemaps, then mat_spectacular 1 in maps you see this issue. I really hate cubemaps in this branch.
Make sure you're running under dx90 with the command -dxlevel 90 or -dxlevel 95. If you are and it's still crashing, I'll take a look at it.
It should, We've played the entire mod a few times with this update and we did not notice anything missing.
Some users been having the issue of BP launching in DX8 mode. To fix this, Right-click Blue Portals in Steam, Properties, then click on "Set Launch Options". In the box, type in -dxlevel 95 and press ok. This is Portal that does this, not Blue Portals.
This should fix most things, including crashes.
Yeah, just mention me in the credits/somewhere and I'm fine with it. Also I recommend you port it to 2013 since the old build was 2013.
Yep, yep. Expect a long and informative news article soon. I'm working on the draft now.
You need to do this manually. I have not had Desura installed since 2011.
We are not charging anyone a dime.
Definitely gonna try the Linux build and make a HL1 mod just for fun to test it being that all my Goldsrc games are on my Linux machine. Thank you so much not only making an alternative, but also bringing a map development software to the Linux platform. I will definitely keep my eye on this! :)
I say yes to Source Support only because Hammer for Source got so broken over the years.
Thank you, we really appreciate it! Although this mod is now three years old, it's still great when people come across the mod, and enjoy it. :)
We are just working on final touches at this point with the update.