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Title: Valve Takes the Whole "Prey Thing" One Step Further
Post by: ForumBot 0.8 beta on July 18, 2006, 02:49:19 PM
Valve Takes the Whole \"Prey Thing\" One Step Further



So, yea, Prey just got less fun by comparison.


Title: Re: Valve Takes the Whole \
Post by: HaemishM on July 18, 2006, 02:52:29 PM
So it's a puzzle game masquerading as an FPS.


Title: Re: Valve Takes the Whole \
Post by: Yoru on July 18, 2006, 02:56:50 PM
That and TF2 bundled into the HL2:E2 purchase?

Sold. Just give me a few rooms with funky physics, various objects (some explodable), a few harmless NPCs and I'll have hours of guilty giggling fun.


Title: Re: Valve Takes the Whole \
Post by: Moaner on July 18, 2006, 04:14:49 PM
Wow.  That looks rather unique.  I Just went from not caring about Portal to really looking forward to it.  Seems like it will mesh well with Gmod.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 18, 2006, 04:20:43 PM
I think my CPU just assploded from thinking about running that thing.

Some of the moves executed in the demo....all I could say is, "WHAT!?" I am in disbelief.

Oh yeah, bundled with TF2? Pfft, pre-ordered.


Title: Re: Valve Takes the Whole \
Post by: stray on July 18, 2006, 04:32:17 PM
Awesome


Title: Re: Valve Takes the Whole \
Post by: Zetleft on July 18, 2006, 04:41:13 PM
whoa  /keanu


Yeah my system would die trying to run that, but I'll have to make sure :)


Title: Re: Valve Takes the Whole \
Post by: stray on July 18, 2006, 04:45:05 PM
Spicoli and Neo in the same thread. The hype is strong with this one.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 18, 2006, 04:50:12 PM
Just think of it...warp jumps....people flying in all the wrong directions...throwing nades into portals... :evil:


Title: Re: Valve Takes the Whole
Post by: schild on July 18, 2006, 04:51:02 PM
Well, Prey does a lot of it, the portals are just pre set. Needless to say, I'd kill for this portal shit to be in every Valve game.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 18, 2006, 05:00:43 PM
Dude, you could be sniping at one chokepoint, and have a portal set up so you culd effectively watch and snipe another. Pure genius.


Title: Re: Valve Takes the Whole
Post by: schild on July 18, 2006, 05:01:48 PM
Yes. By letting you decide where to put the portals, it is indeed Camper's Paradise.


Title: Re: Valve Takes the Whole
Post by: Fabricated on July 18, 2006, 06:09:42 PM
Wacky. Team Fortress 2 AND Portal + Episode Two? If that's true the argument about Steam being a ripoff go right out the fucking window.

Even at $30 that'd be a steal. They had better allow modders access to the portal tech though.


Title: Re: Valve Takes the Whole \
Post by: Jain Zar on July 18, 2006, 06:33:26 PM
That is fucking impressive.


Title: Re: Valve Takes the Whole
Post by: Samwise on July 18, 2006, 06:47:59 PM
They had better allow modders access to the portal tech though.

After watching the video a couple times, I'm fairly convinced that the portals are a clever combination of the camera/projection and teleport functions that are already available in Source.  The "portal" is just a video screen, like the ones they've had since the first Source tech demo, combined with a simple teleport trigger.


Title: Re: Valve Takes the Whole
Post by: schild on July 18, 2006, 06:54:25 PM
YES, BUT A GUN THROWS IT.

A GUN THROWS IT.

FUCKING MAGIC.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 18, 2006, 07:15:32 PM
It's magic if I can shoot people through the portals.


Title: Re: Valve Takes the Whole
Post by: schild on July 18, 2006, 07:19:16 PM
You can in Prey. No way Valve would be showed up by Broussard and Co.


Title: Re: Valve Takes the Whole
Post by: Trippy on July 18, 2006, 07:30:14 PM
You can in Prey. No way Valve would be showed up by Broussard and Co.
Except the video never showed you firing a weapon "projectile" through the portals (you can toss objects through with your grav gun hybrid but that's it). In other words Samwise may be right and it could just a simple object teleportation hack which might not currently support firing weapons through them.


Title: Re: Valve Takes the Whole \
Post by: Krakrok on July 18, 2006, 07:31:51 PM

I want to shoot a guy in the back with the portal and jump through it.


Title: Re: Valve Takes the Whole \
Post by: Prospero on July 18, 2006, 07:39:32 PM
Look at the part of the video where the turret is bobbing up and down as it "falls" between the two portals in the floor. The portal looks like it has "depth." I suspect projectiles will go through just fine.... or at least I hope so.  :-)


Title: Re: Valve Takes the Whole \
Post by: Trippy on July 18, 2006, 07:45:01 PM
Look at the part of the video where the turret is bobbing up and down as it "falls" between the two portals in the floor. The portal looks like it has "depth." I suspect projectiles will go through just fine.... or at least I hope so.  :-)
I put "projectiles" in quotes cause many FPS weapons are "hitscan" weapons meaning there isn't actually a projectile that travels through space so there's nothing to actually teleport. Sure if you are firing a slow ass rocket launcher missile that would probably work since you could in theory teleport that through but what if you were firing a shotgun or chaingun? That would be more difficult.


Title: Re: Valve Takes the Whole
Post by: schild on July 18, 2006, 07:56:32 PM
In Prey, machine guns work fine.


Title: Re: Valve Takes the Whole \
Post by: Samwise on July 18, 2006, 08:03:18 PM
I want to shoot a guy in the back with the portal and jump through it.

Brings telefragging to a new level.


Title: Re: Valve Takes the Whole \
Post by: bhodi on July 18, 2006, 08:04:51 PM
Actually, hitscan is even easier. You simply, during the hitscan test, calculate the angle and re-test as if you were firing out from the portal's location. There's no need to call the teleport code, simply add/subtract math for the angles will suffice.


Title: Re: Valve Takes the Whole \
Post by: Trippy on July 18, 2006, 11:02:56 PM
Actually, hitscan is even easier. You simply, during the hitscan test, calculate the angle and re-test as if you were firing out from the portal's location. There's no need to call the teleport code, simply add/subtract math for the angles will suffice.
That's true if the engine knows that the portals are actually "holes" in the geometry and not just special textures/decals overlaid onto exisiting geometry that would normally block shots.


Title: Re: Valve Takes the Whole \
Post by: Sky on July 19, 2006, 06:40:29 AM
Portal and TF2 are certainly more compelling than a 5 hour FPS add-on imo. Since it's mostly about multiplayer, it's pretty much not for me, but it sounds cool.


Title: Re: Valve Takes the Whole \
Post by: WindiaN on July 19, 2006, 08:01:25 AM
skill maps with portals?!!?! mmmmmmmmmmmmm

EDIT: just a scenario: after conc jumping towards a wall, in mid-air shoot the portal to some platform and make the entry where you are going to hit. Possibilities are endless...


Title: Re: Valve Takes the Whole \
Post by: bhodi on July 19, 2006, 08:16:03 AM
That's true if the engine knows that the portals are actually "holes" in the geometry and not just special textures/decals overlaid onto exisiting geometry that would normally block shots.
Maybe I didn't explain properly. Hitscan wouldn't treat them as holes in the geometry; hitscan doesn't do anything but raytrace to see if you can hit what you aimed at. It doesn't really have any concept of the 3d world in general. It can't really be a special texture/decal overlaid onto existing geometry - it would have to be an object, since textures/decals aren't mutable once the level is loaded. So, it detects that you've hit the object, a portal. Additonal code is spawned that fires the same hitscan weapon you fired, from the exit portal location, using the appropriately calculated complement angle.


Title: Re: Valve Takes the Whole \
Post by: Sairon on July 19, 2006, 09:05:06 AM
Yea, imagine creating 2 holes directly oposite to each other though, then switch of the hit box for yourself and fire a straight bullet. It would have to trace the bullet for eternity. I guess shit like that could fuck up multiplayer, situations where there will be extremly long traces should apear fairly frequently if placing portals all over the place becomes popular.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 19, 2006, 09:14:48 AM
That could possibly crash a server.


Title: Re: Valve Takes the Whole
Post by: HaemishM on July 19, 2006, 09:18:08 AM
Wacky. Team Fortress 2 AND Portal + Episode Two? If that's true the argument about Steam being a ripoff go right out the fucking window.

Even at $30 that'd be a steal. They had better allow modders access to the portal tech though.

Yeah, I'm afraid I may just have to get Episode 2 for the Team Fortress alone. The other stuff is just gravy.


Title: Re: Valve Takes the Whole \
Post by: WindiaN on July 19, 2006, 09:38:02 AM
i wonder if you can shoot a portal through someone else's portal...


Title: Re: Valve Takes the Whole \
Post by: Sairon on July 19, 2006, 09:41:21 AM
http://www.fz.se/filarkiv/?file=mov/team_fortress_2/tf2_teaser01_720p.wmv (http://www.fz.se/filarkiv/?file=mov/team_fortress_2/tf2_teaser01_720p.wmv)

Downloading it, description says it introduces the classes in TF2.


Title: Re: Valve Takes the Whole \
Post by: bhodi on July 19, 2006, 09:48:28 AM
That could possibly crash a server.
Eh, not really. Unless it's been specifically set up by someone in the map editor, to create two portals and have a gun fire between them, it's highly unlikely and I'd say even nearly impossible to get the thing to bounce more than 10 or 15 times. Removing the fact that you'd be standing in the way of the bounce, servers can easily handle 15 people firing at once, which is essentially what portals would create. Furthermore, if you were looking for a specific counter, you'd simply have a counter that increments every time it bounces and simply stop it at 10 bounces or so.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 19, 2006, 09:52:24 AM
Oh, I suppose you could artificially limit the "teleports" like that. I was thinking infinite fire thing would cause a problem.


Title: Re: Valve Takes the Whole \
Post by: Yoru on July 19, 2006, 11:10:32 AM
That and, if you look at the Source SDK docs, it specifically states that traces (for hitscan or other things) have an upper distance limit that they'll trace to, so even if you managed to get it to fly through the portal a whole mess of times, it'll eventually stop tracing after the distance limit is achieved. You could, in a mod, set up something with a ridiculously long trace limit (it's an argument to the trace function) and try to crash the server like that, I suppose, but if their trace code is good, it'd just jump back to the start of the trace after modifying the trace's vector with the surface normal of the portal. Long loop, but probably pretty tight.


Title: Re: Valve Takes the Whole
Post by: Fabricated on July 19, 2006, 11:43:58 AM
There's no way you could make a hitscan weapon fire forever with two portals facing eachother, since to get a shot to go forever you would have to fire it perfectly straight into one of the portals...which would result in you being hit. If it's off at any angle and doesn't manage to hit you somehow, it'll just travel through the portals until it has moved enough to miss entering one.


Title: Re: Valve Takes the Whole \
Post by: Strazos on July 19, 2006, 11:57:53 AM
If it's an acute enough angle, that could take quite a number of calculations.


Title: Re: Valve Takes the Whole \
Post by: bhodi on July 19, 2006, 01:27:34 PM
*smacks forehead at yoru/fabricated*


Title: Re: Valve Takes the Whole \
Post by: Hoax on July 19, 2006, 01:38:48 PM
I know I'm not the only person wishing I could give out "nerd points" in this thread.


Title: Re: Valve Takes the Whole \
Post by: WindiaN on July 19, 2006, 01:44:57 PM
I know I'm not the only person wishing I could give out "nerd points" in this thread.

what if you enabled both infinite tracer length AND full bullet penetration? Can i get some points now?


Title: Re: Valve Takes the Whole \
Post by: Hoax on July 19, 2006, 02:42:30 PM
You really need to go into nerdy detail of why that would be so cool/overpowered/server-crashing or whatever to qualify for points, sorry.  Better luck tomorrow!


Title: Re: Valve Takes the Whole \
Post by: Yoru on July 19, 2006, 02:46:12 PM
I only knew that because I was looking at the Source SDK docs yesterday to satisfy some curiosities about their object model.

Turns out it's similar to MFC and COM, which amused me to no end.

Okay, I guess that is pretty nerdy.  :oops:


Title: Re: Valve Takes the Whole \
Post by: Yegolev on July 19, 2006, 09:18:35 PM
This looks like the kind of game that would make me throw my mouse.  Camper's paradise is the tip of the iceberg, the whole ruleset for FPS thinking goes out the window.  Putting Bugs Bunny portable holes in a FPS is going to make a lot of grown men cry.  It had better have fucking sticky grenades, too.


Title: Re: Valve Takes the Whole \
Post by: Yegolev on July 19, 2006, 09:20:40 PM
Okay, I guess that is pretty nerdy.  :oops:

Very nerdy.  Don't bring that up when trolling for poon.


Title: Re: Valve Takes the Whole
Post by: schild on July 19, 2006, 09:22:13 PM
Theoretically you should be able to put a hole in one wall and another right next to it perpendicular and make recursive grenades. God this is going to be fun.


Title: Re: Valve Takes the Whole \
Post by: Hoax on July 19, 2006, 09:22:34 PM
I have to say, ever since Tribes1 opened up the z-axis to me I've found standard fps so damn boring I just can't get into it anymore.  Something I was trying to bring up when I drunkenly rambled about K-games was that I think that games where you have to learn something to play well are something we need more of, not less.

This looks and sounds cool, any hope I had of not getting re-involved w/ Valve has gone out the fucking window it seems I've been saying I'm going to get HL2/CS:S for like 4 months now for various reasons.


Title: Re: Valve Takes the Whole \
Post by: Prospero on July 20, 2006, 12:41:21 AM
Apparently this was originally a Digipen student project, and Valve picked up the whole team when they graduated.  Das details:

http://en.wikipedia.org/wiki/Narbacular_Drop

Good for them for doing something so cool for a school project.


Title: Re: Valve Takes the Whole
Post by: schild on July 20, 2006, 12:52:10 AM
EGM (or maybe PC Gamer, I forget), covered this game in it's FREE GAME section right before E3.  It's just getting press now. I find that interesting. Slap Valve on it and make a pretty trailer and it's suddenly HUGE. That said, I didn't look into it either when I read about it in a magazine and only noticed how cool it was when the trailer came out.

Heh.


Title: Re: Valve Takes the Whole \
Post by: Prospero on July 20, 2006, 01:04:13 AM
As much as I'd like to bury them all up to their necks in concrete, there's a reason markerters exist.


Title: Re: Valve Takes the Whole \
Post by: Ironwood on July 20, 2006, 01:08:06 AM
Late to this thread.


Holy.   Fuck.


Valve have some big fucking brains working there.  Big.  If they can only crack that AI stuff, I don't reckon I'd need to buy games from anyone else.


Title: Re: Valve Takes the Whole \
Post by: Sky on July 20, 2006, 06:49:41 AM
Man, I miss Tribes2. I wish Planetside has used jetpacks.


Title: Re: Valve Takes the Whole
Post by: Samwise on July 20, 2006, 08:42:34 AM
EGM (or maybe PC Gamer, I forget), covered this game in it's FREE GAME section right before E3.  It's just getting press now. I find that interesting. Slap Valve on it and make a pretty trailer and it's suddenly HUGE. That said, I didn't look into it either when I read about it in a magazine and only noticed how cool it was when the trailer came out.

It's not so much the Valve logo as the trailer.  There's a difference between hearing about the game in the abstract and seeing teh shiney for yourself.


Title: Re: Valve Takes the Whole \
Post by: Alkiera on July 21, 2006, 01:07:25 PM
I only knew that because I was looking at the Source SDK docs yesterday to satisfy some curiosities about their object model.

Turns out it's similar to MFC and COM, which amused me to no end.

Okay, I guess that is pretty nerdy.  :oops:

I was going to mention this, except you already had.  I know it from looking at writing mods for Quake and UT.  Both had distance limits on the hitscan function, I couldn't imagine someone else taking it out.  It's basically how quake limited the range on the shotgun.

And I have to agree with everyone else.  This looks Freekin' Cool.  I may have to actually purchase something from Valve.  Dangit.

Alkiera