![]() Mike Morasky from VALVe for answering my e-mails and for helping me to understand this sound system, even being a top busy person. how to pack your custom music and soundscripts into your map file in order to make it ready for the Workshop. how to implement the system into your hammer editor what's possible to achieve with this sound system Nonetheless, let me insist: it is only an 'Introduction guide' given the complexity of this system and my lack of knowledge about it so far. This guide will try to explain how this complex sound system works in Portal2. ".the sound operator stacks are therefore somewhat different from those used in Dota2 or CSGO and will be even more different from the newer versions going forward". When they implemented it into Portal2, this advanced sound system was only the first prototype, and in Mike Morasky words: VALVe created the Sound Operators to produce complex behaviors with the music and sounds as the player gets through the levels. Nonetheless please don't hesitate to comment anything that you think I obviated thanks. It deserves a cooperation between all of us to clarify and define these "stacks" and to understand them better and to use them in new ways.Įven being an introduction guide, it's an advanced type of guide, meaning that I'll be assuming you are an experienced Hammer editor user, and won't stop much in "mapping details". I think music is a very interesting part of mapping, and this sound system based in the so called "operator stacks" is amazingly powerful to immerse players in your map's environments. My intention is only to share what I've found and what I know so far, but this is only the tip of the iceberg, I truly hope the community will help this thread to continue being written. I hope it's all well written though and that it sounds clear, because it has been a real pain to give all this a certain order. I must admit I still have to understand a LOT of this system myself, so I'd like to remark the humbleness contained in this guide. This is from all points of view only an introduction guide. It's been many months digging into Valve's soundscript files and in the internet to be able to understand this minimally, and there are a lot of things I haven't found anywhere, misleading information and many mixed concepts, which is very frustrating. I decided to write all this HUGE wall of text because I simply wanted this to be written down for future mappers interested in this system and its extraordinary amount of features. Article taken from from josepezdj on April 30, 2015, 9:09 am If you missed it recently in related news Portal Stories: Mel added Vulkan support recently too, and Portal Reloaded also recently added Linux support. There are a set of defaults provided, very_high_4k, very_high, high, medium and low. Added a -bench_settings command line parameter to load a cfg/video_bench_.txt file containing settings to load. Added a +bench_demo command line parameter which will run a demo, and quit after it is finished. Moved the 32-bit Linux binaries into linux32 Fixed some text corruption related to UTF-8 conversion in some instances on Linux Fixed Model Viewer and Face Poser not opening Fixed custom maps with no lights disabling lighting for the rest of the play session ![]() ![]() Will be thoroughly interesting to see if it brings back more level creators to create some bigger and wilder puzzles to solve. While modders have been able to use the Steam Workshop for some time now, there were some limits on file sizes that constrained what they could do - but no more! The latest update removes to 100mb level size limit for the Steam Workshop. Valve have again updated the incredible first-person puzzler Portal 2, this time the update is quite small (comparatively to the Vulkan update) but still mighty.
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