| Email Problems | Posted by: msleeper |
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| We are having some small issues with email outbound from the site. Providers such as Hotmail and Yahoo (I think) are not delivering mail sent from here, such as your signup emails. I have already received a few notifications from new users and thank you for that.
When f0rkz gets back from Quakecon we should have this resolved. Thank you everyone for your patience! | |
| Comments (0) | Aug 04 2008, 6:15am EDT |
| Reserved Slots at F7Lans | Posted by: msleeper |
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| As yet another incentive to donate to ThinkingWithPortals, we are now offering Reserved Slots at all of the F7Lans TF2 and CS:S servers! The rate on these is different, $5 for 2 months access. Previous donors will get back-pay for their donate amount, so those of you who paid in the past will get their fair share of the Reservation fun.
If you are a previous donor, post your Steam ID here so that I can add it, and preferably the amount of money you donated (though I will be checking the Paypal log so don't try to cheat me). Steam IDs look like: STEAM_0:1:123456, you can check this by joining a game and typing "status", then finding your name and Steam ID there. | |
| Comments (0) | Jul 23 2008, 10:48pm EDT |
| Portal is Still Alive (Haha, get it?) | Posted by: Hober |
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| Fresh off the E3 presses (that show that no one cares about, right?): more Portal is on the way.
Information is scarce right now, but the sum total seems to be this: It'll be released for the XBox Live Arcade, instead of as a boxed game. I think it's assumed the game will also come out via Steam, but I don't think there's any super-official confirmation of that. This second title, called "Portal: Still Alive" (Try Googling that to get some information. Is good time, yes?) will be a "continuation" of the original game, and include a "new challenge mode". As Kotaku astutely notes, we were told in April 2008 that we "won't see a new Portal this year". Since this new game is slated for release in 2008, it seems there have been some crossed signals. | |
| Comments (31) | Jul 14 2008, 2:16pm EDT |
| Conversation with Jeep Barnett | Posted by: msleeper |
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| I was recently shooting the shit with Jeep Barnett, one of the Portal developers. He said some things that I want to pass on to the community.
[. . .] I do have a general complaint for all the community sites I've seen. It seems that very few map creators are using the BMZ system that I set up ( http://developer.valvesoftware.com/wiki/Bonus_maps ). It was intended to making playing custom maps MUCH easier for non-technical people. Though it's our fault for not giving the details on how to create BMZs until long after the flood of custom maps had started, I wish that the community portals themselves would automate a system for packaging them this way.
Thanks for the Community Spotlight link. I've passed all the Portal peoples so they can take a look. Thanks for trying to pimp the BMZ stuff. I have seen it used a few times, I'm just saying as a whole I think it's been ignored. The bugs with custom content does sound pretty bad though. :(
I had hoped to do more post lauch support for the Portal community, but instead chose to work on other non-Portal projects such as Left 4 Dead almost immediately after Orange Box came out. But a lot of the original Portal team is still working on some cool new stuff for you guys and I'll be sure to point them to these bugs.
Here's hoping for a Portal update that fixes the problem with BMZ! | |
| Comments (7) | Jul 11 2008, 3:11pm EDT |
| Portal 2 Info and Spoilers | Posted by: msleeper |
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| There have been some details about Portal 2 in the form of a Voice Acting call by Valve that was picked up by Kotaku. This really makes for some interesting possibilities for the storyline and setting for Portal 2!
Warning, there are story spoilers abound in this link! You have been notified, proceed at your own risk. | |
| Comments (26) | Jun 10 2008, 5:40pm EDT |
| Particle editor, Commentary node adder and material editor! | Posted by: youme |
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Rejoice mod creators, for tonight's Orange Box update also brings about the release of the binaries for the particle editor, the commentary editor, and the materials editor. Mike Durand, via the HLDS mailing list, mentioned that he is "still working on an SDK update that includes a convenient way to
launch the tools as well as some example particles and commentary files." For the time being, you can run any of the three games with the additional command line of '-tools' included in order to access the new tools. Full documentation is also on the way. For the time being, have a read through of the CliffsNotes version of the changes. * 1. These three tools run in the same process as the engine and you can switch between the tools. * 2. The F10 button changes context between playing the game in the 'Engine Viewport' window and editing content via the current tool. * 3. In the lower left corner is an input field that allows the user to dispatch console commands to the game while working with the tools. * 4. Particle systems are defined in .pcf files that are located in the 'particles' subdirectory beneath the game directory. You should extract some of the TF2, Portal, or Ep2 particle files from the game caches if you would like to see some examples. The SDK update will include example particles. * 5. Commentary node information is stored in text files in the games' 'maps' subdirectory and the established naming convention is _commentary.txt. Again, you can extract these files from our shipping games to check out the editor ahead of the SDK update and example nodes. * 6. The material editor is a GUI front-end and preview tool that provides a more convenient way of tweaking materials settings. You can extract VMT files from our shipping games or those from your own mods to check it out. So has anyone got the particle editor to work? I've heard reports of crashing upon saving and some people who can't run it at all. I myself get to the save part and then it crashes. | |
| Comments (46) | Jun 10 2008, 3:10pm EDT |
| Community Map Project | Posted by: msleeper |
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| I'll be the first one to admit that I have been a part of a lot of community mapping projects before, and I can probably count on one hand the number of them that succeeded. Depending on the game or the engine, we either hit game limitations for entities or brushes or lights, or the guidelines for size or "scope" were too broad so once compiled it had the worst budget/FPS ever, or the theme was too open ended and so nothing really meshed that well.
Thankfully Portal really kind of solves that problem for us, since it's easy to say "okay your map must begin in an elevator shaft and end with a fizzler and an elevator shaft". Sure there are some more limitations but in the end, there is a clear start and finish. So to that end, in lieu of another mapping contest, I am going to attempt to start a ThinkingWithPortals Community Pack. I don't have anything set in stone other than your map must start and end with an elevator, and can be as long or as short as you'd like. Any ideas welcome. | |
| Comments (81) | Jun 04 2008, 5:29pm EDT |


