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Portal

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PC Gamer
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title="Permanent Link to Source SDK 2013 update gives modders “support for virtual reality via the Oculus Rift”">Portal 2 Rift







A Steam news note announces the arrival of an updated version of Valve's software development kit, which grants "support for Mac OS X and Linux to mod developers" and adds "the ability for virtual reality support in your mod." Yes, expect to see a wealth of Oculus Rift mods heading to a Source game near you. Ricochet with Oculus Rift support! The dream lives.



There have been other alterations, too. The source code is now up on github and a tweak to the license agreement allows users to share modified versions of the kit for free. If you're interested in making mods, the Valve Developer Community wiki is a good place to learn.



VR is the talk of the town at the moment, with the Rift's impressive showings at Eve Fanfest and E3. You can keep up with the latest VR news here.
Jun 24, 2013
Community Announcements - alfred
We have updated the public release of Portal. This update contains all the changes from the recent beta, thanks to the whole community for their help with testing and suggesting new features.

Changes in this update are:

  • Converted Portal to the new SteamPipe content system, for optimized delivery of the game
  • Added support for the Linux operating systems
PC Gamer
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title="Permanent Link to Behind the scenes of Valve’s Portal 2 ARG">Portal 2 ARG







When Portal 2 was announced, the news dropped through an elaborate scavenger hunt puzzle that sent thousands of players crawling all over the internet. Years later, we finally get to see some of the work that went into making that alternate reality game, as told by celebrated Half-Life modder (now Valve employee) Adam Foster in a blog post at Gamasutra.



Foster, one of the designers of the ARG puzzle from Valve, describes the elaborate trail of puzzles that the Portal-playing community was able to decipher. It began with a seemingly mundane game update for Portal 1: “changed radio transmission frequency to comply with federal and state spectrum management regulations.” That update changed the radios found throughout Portal into Morse Code-dispensers. The code was deciphered into slow-scan television images. Somehow—my knowledge of information theory and cryptography ran dry a paragraph ago—these images were combined into an elaborate code, which was then hacked. Remember: none of us is as smart as all of us.







The result? A phone number to an ancient modem in Foster’s kitchen that slowly drip-fed Portal 2 concept art to announce the game to the world. The ARG team at Valve did a fun thing with no budget, and it caught the attention of the world’s games media. It was also an intricately designed puzzle that, despite a few false positives, played out exactly as Valve designed. As Foster writes, “Estimated time to 'solve' the initial puzzles: seven hours. Actual time to solve: seven hours and sixteen minutes. This wasn't an accident.”



We are all just puppets dancing on Gabe Newell’s strings, aren't we? Check out the full blog post from Foster for a lot of fascinating details about ARGs and the devious geniuses at Valve.
Jun 18, 2013
Community Announcements - alfred
We have released a Beta update for Portal.
Changes in this update are:


  • Fixed save game corruption
Jun 13, 2013
Community Announcements - alfred
We have released a Beta update for Portal.
Changes in this update are:


  • Added SDK tools in the bin folder
  • Fixed save game corruption under Linux
  • Fixed buttons being lit incorrectly under Mac OS X
Jun 4, 2013
Community Announcements - alfred
We have released a Beta update for Portal.
Changes in this update are:

  • Fixed audio sometimes being cut off when using non-english audio
  • Fixed occasional save game corruption when running under Linux and Mac OS X
  • Fixed crash if you changed video options while in level and then tried to go through multiple portals quickly
May 23, 2013
Community Announcements - alfred
We have released a Beta update for Portal.
Changes in this update are:

  • Fixed scenes in games very rarely not playing, preventing forward progress in a level
  • Fixed advanced chambers not unlocking after finishing the game
  • Fixed rendering issue when taking damage
  • Updated in game localization
  • Fixed background map when a non-standard FOV is selected



Note - This update breaks any save games that were made DURING the beta, if you get an error on load of a save then you will need to manually restart that map, the command to type is shown in the console.
May 8, 2013
Community Announcements - alfred
We have released a Beta update for Portal.
Changes in this update are:
  • Fixed save game corruption when running under Linux
May 7, 2013
Community Announcements - alfred
We have released a Beta update for Portal.
Changes in this update are:
  • Fixed Bonus maps entries not appearing under Linux
  • Fixed Closed Captions not working correclty under Linux
  • Fixed crash on some level transitions if you were carrying a radio
PC Gamer
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title="Permanent Link to Don’t be nervous, but Valve still wants to measure your sweat">rsz_tf2_medic







There may come a day when preparing for the next chapter of a Left 4 Dead game will include wiping down your sweaty palms and taking a deep, deep breath. If you don’t, the zombies will get faster.



In remarks during the 2013 NeuroGaming Conference and Expo (via VentureBeat), Valve’s in-house experimental psychologist—Wait, hold on. Did you know that Valve employs an experimental psychologist? I wonder if he has lunch sometimes with the economist.



Anyway, Valve’s in-house mad scientist, Mike Ambinder, discussed experiments where players’ overall nervousness and agitation were measured, in part by recording sweatiness. If players began to show signs of nervousness or fear, the game would speed up. This new control scheme—mouse, keyboard, sweat-measuring skin pads—added another way for the player to interact with the game. Shoot zombie, reload pistols, keep calm. Signal for rescue, throw molotov, keep calm.



Ambinder also described other experiments in game design and biofeedback—which Valve has been talking about for a few years—including a version of Portal 2 that was played via eye tracking. Exploring the next generation of possible gaming inputs shows once again that Valve continues to operate, and plan, on a whole different level.



So good for you, Mike Ambinder. Just stay away from the mega-baboon hearts and everything will work out just fine.
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