Deconimus
984dd65d2c
fix fizzler optional signals generating unnecessary signals.
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in test_chamber blender files, renamed @fizzler objects to not cause generation of unused signals.
removed "parse_trigger_signal" in trigger.lua, added "optional_signal_index_for_name", which is used for both trigger signals and fizzler signals.
added check in fizzler.c if signal is -1
2024-03-02 03:19:44 +01:00
Deconimus
59cdb047ec
Merge branch 'master' into bug_13_fizzler_voice_lines
2024-03-02 02:23:25 +01:00
Matt Penny
5e70af8e82
Merge pull request #15 from Deconimus/chamber14_trapped_check
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Chamber14 trapped check
2024-03-01 09:08:36 -05:00
Matt Penny
2cc4b37757
Rename button pressFrames to cubePressFrames for clarity
2024-03-01 09:07:49 -05:00
hackgrid
41eb36c82d
fix ambience sound est_chamber_09
2024-03-01 14:06:53 +01:00
hackgrid
21362ed407
add ambience sound to test_chamber_09
2024-03-01 13:07:01 +01:00
hackgrid
7062d9a88d
add ambience sound to test_chamber_08
2024-03-01 13:05:04 +01:00
Deconimus
2da3537c82
button.c: cleanup, removed unnecessary check
2024-03-01 12:48:14 +01:00
Matt Penny
3d6e9db6bc
Merge pull request #16 from Deconimus/chamber_04_trapped_check
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Chamber 04 Escape Hatch
2024-02-29 12:09:13 -05:00
Matt Penny
db1bb3f5ea
Chamber 4 signal operators before chamber 5 signal operators
2024-02-29 12:05:22 -05:00
Deconimus
026332c5bd
Level logic cleanup for test_chamber_00.yaml and test_chamber_07.yaml
2024-02-29 14:51:18 +01:00
Deconimus
5862ed99c2
Chamber04: set wait time in CHECK_TRAPPED to ~6 seconds
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test_chamber_02.yaml: operator sorting
2024-02-29 13:28:42 +01:00
Deconimus
df9d4acaac
Merge branch 'chamber14_trapped_check' of https://github.com/Deconimus/portal64-still-alive into chamber14_trapped_check
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Reverted commits related to deactivating buttons.
2024-02-29 13:20:26 +01:00
Deconimus
d5b7d16f01
added cube_near_button trigger to chamber14
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cleaned up level logic of chamber14
fixed buttons sending cubeSignals when colliding with triggers
2024-02-29 13:18:02 +01:00
Deconimus
e3206fdf6e
disabled movement of button if deactivated to match behavior in Portal
2024-02-28 21:54:42 +01:00
Deconimus
20b253ec33
Added functionality to deactivate buttons via signals. A third argument can be provided for button objects in .blend files, the new syntax is: "@button <signalIndex> <cubeSignalIndex> <deactivateSignalIndex>"
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Chamber14: deactivate button if escape_hatch signal is turned on (via either escape hatch cutscene or exploding door cutscene)
2024-02-28 21:35:17 +01:00
Deconimus
2ae683d6f4
chamber14: added cutscene for exploding door when taking the cube off the button
2024-02-28 19:04:32 +01:00
Deconimus
5442ca5f38
temporarily deactive cube_dropper while playing a cube_fizzled cutscene in chamber00 and chamber12 to sync the cube dropping with the voice lines
2024-02-28 15:12:02 +01:00
Deconimus
c401da07db
chamber12: added cube_fizzled signal to fizzler and added cutscene to play voice-lines
2024-02-28 14:36:43 +01:00
Deconimus
3d37c2504c
enabled fizzler objects to send signals on cube contact, the "@fizzler" objects in blender files now can have an argument for the signal name to send.
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test_chamber_00: added level logic to trigger voice lines whenever the cube in the first room is fizzled.
added missing voice lines
box_dropper.c: fixed typo "DROPPER_.." instead of "DROOPER_.."
(Issue #13 )
2024-02-28 13:32:44 +01:00
Deconimus
93d6d33b2b
Chamber 04: add trigger for cube in corridor; add cutscene to check for cube in corridor, opening the "escape hatch" like in Portal Non-64
2024-02-28 13:16:43 +01:00
Deconimus
a22f255bb0
Merge branch 'master' into chamber14_trapped_check
2024-02-27 22:02:09 +01:00
Deconimus
0d268b3885
test chamber 14: added a trigger to check for cube placement on top of piston, added CHECK_TRAPPED cutscene to simulate behavior of the original game when placing the cube on top of the piston
2024-02-27 22:00:39 +01:00
Matt Penny
672d4b558d
Document delay and open/close portal cutscene steps
2024-02-26 22:30:57 -05:00
Matt Penny
1aa3903b85
Document sound-related cutscene steps
2024-02-26 22:30:56 -05:00
Matt Penny
b060487dee
Merge pull request #12 from Deconimus/master
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Fix Test Chamber 13 Escape Hatch cutscene triggers (issue #10 )
2024-02-24 12:30:04 -05:00
Deconimus
591e5958aa
(Issue #10 ) Simplified operators for more clarity and activate different signal in cutscene to prevent exit_door from being closed by button logic afterwards.
2024-02-23 17:55:36 +01:00
Matt Penny
614ebf25e4
Clarify in docs how signal operators are evaluated
2024-02-23 11:23:17 -05:00
Deconimus
35e29e26e6
Fix Test Chamber 13 Escape Hatch cutscene triggers (issue #10 )
2024-02-23 15:06:05 +01:00
Matt Penny
c90b8ba428
Add descriptions to level object summary page and clarify room/door behavior
2024-02-21 20:44:29 -05:00
Matt Penny
6d42e417bb
Start documenting cutscenes
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Move summary page to subdirectory, to prepare for individual pages for
each cutscene step (similar to level objects).
2024-02-21 18:33:02 -05:00
Matt Penny
d99af47d09
Document ambient and point light sources
2024-02-19 20:07:31 -05:00
Matt Penny
5d31381a07
Document level objects relating to decor and triggers
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* Box dropper
* Decor
* Fizzler
* Security camera
* Trigger
2024-02-17 15:47:22 -05:00
Matt Penny
f2a9065eb8
Document pedestal level object
2024-02-15 19:25:20 -05:00
Matt Penny
a8f9e9144c
Make exit elevator cutscene condition more clear
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Elevator destination is taken into account when initializing
cutscenePreventingMovement, so the else block (intended for end of level
elevators) will not be mistakenly entered for start of level elevators
when voice lines are playing.
However, not nesting the condition makes it look like there is a bug
here, and makes the intention of the code (one branch for each elevator
type) less clear. Moved the voice line condition to inside the if body to
avoid this. There is no functional change.
Eventually the elevator logic as a whole should be refactored as it has
grown to be unnecessarily complex.
2024-02-15 19:11:06 -05:00
Matt Penny
940f42d731
Document elevator and signage level objects
2024-02-15 19:06:07 -05:00
Matt Penny
8d26f31ecb
Document ball launcher and catcher level objects
2024-02-12 20:52:25 -05:00
Matt Penny
d5bd90f7b2
Fix incorrect copy size in armature initialization
2024-02-11 19:19:17 -05:00
Matt Penny
79e77030c1
Fail explicitly when level armatures nest bones
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Level animations use global coordinates, but sk_animation uses relative
offsets for child bones. Updating sk_animation to use global coordinates
works, but would break support for model animations (which use relative
offsets).
Although model animation export logic is currently implemented on the
C++ side and would not be immediately affected, eventually it'd be worth
it to move it over to Lua for simplicity and consistency.
So to avoid a future breaking change, and since complex armatures for
level animations are not likely to be needed, I'm leaving the current
behavior as-is until it is proven to be useful/necessary. Levels which
break this rule will now fail to export, to avoid surprises for anyone
who tries.
2024-02-11 18:41:14 -05:00
Matt Penny
3bcf1371e9
Level object documentation around geometry and collision
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* Anim
* Dynamic box
* Static
2024-02-11 18:28:04 -05:00
Matt Penny
3a99d714cf
More clear level object argument capitalization
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Lower case for literal values, upper case for variable values
2024-02-04 21:30:33 -05:00
Matt Penny
7521ab9a44
Fix clock digit position
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The clock in the original is formatted as:
min:sec:hund:tenthou
Previously, the game used:
00:min::sec::hund
This change updates it to match the original.
2024-02-03 16:30:37 -05:00
Matt Penny
9bff60262c
More level object documentation
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* Collision
* Door
* Doorway
* Location
* Room
2024-02-03 16:06:23 -05:00
Matt Penny
834f2ef877
Fix link to signals doc in level file formats doc
2024-02-01 00:21:43 -05:00
Matt Penny
1885688090
Start documenting level objects
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* Button
* Clock
* Switch
2024-02-01 00:08:35 -05:00
Matt Penny
124aa46267
Document level file formats
2024-02-01 00:08:34 -05:00
Matt Penny
5d817b67a8
Merge pull request #9 from Bobbar/sound_distance_tweak
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Tweak for 3D sound attenuation.
2024-01-23 19:44:55 -05:00
Bobby Lovell
1ba19f1f44
Use the square root of the distance for volume attenuation.
2024-01-23 08:19:24 -05:00
Matt Penny
ebd7d341f7
Clarify that the build should not be run as root ( #3 )
2024-01-21 22:30:30 -05:00
Matt Penny
52bbd22c61
Fix cube and ball launcher/catcher texture generation
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Previously used Imagemagick 7 functionality, but the Ubuntu repos
(and thereby the machines of users following the readme) contain
version 6.
2024-01-21 22:21:33 -05:00