![]() The most prominent message, "the cake is a lie," is repeated several times. When Chell eventually makes it to Test Chamber 16, she discovers a hidden alcove where desperate messages were scribbled on the walls by mentally unstable former Aperture employee Doug Rattman while he was trapped in the facility and hiding from GLaDOS. Introducing the Companion Cube in Test Chamber 17. Throughout the tests, GLaDOS guides Chell with what sound like pre-recorded scripted instructions however, her comments are strikingly bizarre, and often seem to malfunction at suspiciously well-timed points in mid-sentence. Chell is released from the Vault through a Portal and begins to progress through a series of Test Chambers that require her to solve puzzles revolving around the use of the Aperture Science Handheld Portal Device (ASHPD). Sometime after GLaDOS' takeover of the Enrichment Center and shortly after the Combine invasion of Earth, Chell is awakened from some sort of stasis pod in a Relaxation Vault by GLaDOS. The binary can be translated to "The cake is a lie." Appearances Due to this, she was rejected as a test subject, but Doug Rattmann altered the testing order, having correctly guessed that Chell's extreme tenacity might allow her to defeat GLaDOS.Ĭhell's Test Subject Application Form states that she refused to answer the essay question and instead answered in binary. The project board mentions an ‘ingredient from dad’s work’ also, with an Aperture logo illustrated nearby.Īccording to the psychological profile in her personnel file, Chell is "abnormally stubborn" and refuses to give up, no matter how daunting the challenge. Background Īlthough Chell's origins are unknown, she was definitely among the people present during GLaDOS' activation in 200-, as GLaDOS locked down the facility immediately afterward information revealed in Portal 2 implies that Chell was the child of an Aperture scientist because one of the "Bring Your Daughter To Work Day" science projects is signed by her. Just connect crusher to 3D floor.Portal 2: Science experiment signed by Chell. įinally, here's a bonus clip from previous coding: There are fog boundaries that need special handling.Īlso, for now i am not gonna handle fog boundaries across 3D floors. (magenta color in example above is hidden in map and so the switch works)Īnd the fog is a different beast. On-the-fly calculations are not supported. well, again, if you care about loading speed.Īll these tables have to be regenerated any time you change game palette.Īlso, you have to define all possible light and fog combinations in map if you wish to change it using Sector_SetColor / Sector_SetFade later. This is already required for translucency tables. Unless you don't care about long level loading old hardware. I will have to add support for pre-calculated tables supplied in WAD file.ĪCE Engine will be able to generate those for you, but you will have to include those in your WAD file manually. Rendering works as intended, but colormap calculations take ages on old hardware. It is possible to make good looking colored light using custom colormap, like Duke3D did, but that is not supported in ZDoom. Results do not translate well to limited palette. You are limited to RGB with desaturation. What do you think, should i consider adding any of those in V2? It would add some delay to release date.Īnd I suppose the best thing (which is not implemented yet) is COLORED lighting. (adding fog and colored lighting is kinda connected and yet not quite the same - fog needs extra code for lines) ![]() What am i considering but have not decided yet: Polyobjects - both moving and rotating (i already have working parts in Doom-in-Doom video)Ī few decorate base classes like SwitchableDecoration (perfect for DECORATE scripting), FakeInventory and RandomSpawner. LOCKDEFS - for locked doors in Hexen map format )Ī few more action specials that are not related to sector movement (like Thing_Activate, ThrustThing. Those are ZDoom specials so this works in ZDoom and ACE Engine at the same time.Īctivating specials by thing death or pickup. This is Plat_DownWaitUpStayLip on center shaft, connected to 3D floor planes with Sector_SetLink. ![]()
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