User:Alvin/Sandbox: Difference between revisions

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== Internet ng R. Samonte Lab ==


{{otherlang2
|ru=SDK Docs:ru
|de=SDK Docs:de
|cs=SDK Docs:cs
|es=SDK Docs:es
|fr=SDK Docs:fr
|jp=SDK Docs:jp
|ko=SDK_Docs:ko
|pl=SDK Docs:pl
|sv=SDK Docs:sv
|it=SDK Docs:it
|tr=SDK Docs:tr
|zh-cn=SDK Docs:zh-cn
|zh-tw=SDK Docs:zh-tw
}}
{| class="standard-table" style="margin:auto;"
|+ <p style="margin:.5em auto 0;padding:0 0 0 3.6em;width:200px;">[[File:Source-logo.png|200px|link=|Source]]</p>
<p style="margin:1em;">'''[[SDK Installation|Download and Installation]] | [[:Category:Source SDK FAQ|Frequently Asked Questions]] | [[Source SDK Release Notes|Release Notes]]'''</p>
|-
| '''[[:Category:Modding|Modding]]'''
| Creating, organizing and releasing your Source project
|-
| '''[[:Category:Level Design|Level Design]]'''
| Maps are the 3D worlds where everything comes together
|-
| '''[[:Category:Programming|Programming]]'''
| A mod's C++ code defines the way its world and game rules behave
|-
| '''[[:Category:Modeling|Modeling]]'''
| Models are the detailed 3D objects that appear in the game world
|-
| '''[[:Category:Material System|Materials]]'''
| Textures and shaders are combined in Source to create materials
|-
| '''[[:Category:Sound System|Sounds]]'''
| Quality audio adds a fourth dimension to your world
|-
| '''[[:Category:Particle_System|Particles]]'''
| Effects like smoke, sparks, blood and fire are created with particles
|-
| '''[[:Category:Choreography|Choreography]]'''
| Direct your digital actors' performances with choreographed scenes
|-
| '''[[:Category:Tutorials|Tutorials]]'''
| Step-by-step guides on a variety of topics
|-
| '''[[:Category:Technical|Technical]]'''
| In-depth discussion of Source's features
|-
| '''[[:Category:Glossary|Glossary]]'''
| Explanations for terms you may encounter
|-
| '''[[:Category:Third Party Tools|Third-Party Tools]]'''
| Useful developer tools created by the community
|}
[[Category:Entry pages]]__NOTOC____NOEDITSECTION__
08:57 - Default boot scheduled to finish in 71:23:18
08:58 - Activating emergency distributed computing grid...
09:00 - GLaDOS@home starting...
09:01 - Recruiting cpus to force faster boot sequence...
19:55 - Calculations complete for The Wonderful End of the World. Recalculating a new launch projection...
11:55 - Calculations complete for 1... 2... 3... Kick It!. Recalculating a new launch projection...
21:00 - Calculations complete for AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity. Recalculating a new launch projection...
04:00 - Calculations complete for RUSH. Recalculating a new launch projection...
10:15 - Calculations complete for Cogs. Recalculating a new launch projection...
15:35 - Calculations complete for Toki Tori. Recalculating a new launch projection...
20:20 - Calculations complete for BIT.TRIP BEAT. Recalculating a new launch projection...
10:50 - Engaging starch-based power cells
11:00 - Reboot safety test protocol initiated...
11:00 - Relaxation chamber locks released...
11:00 - Involuntary hazard mitigation associates have assumed testing positions...
11:00 - Pre-release lethality assessment initiated...
12:40 - Calculations complete for Audiosurf. Recalculating a new launch projection...
15:35 - Calculations complete for The Ball. Recalculating a new launch projection...
20:00 - Preliminary lethality assessment complete
20:00 - Results inconclusive
20:00 - Expanding candidate pool
20:17 - Calculations complete for Super Meat Boy. Recalculating a new launch projection...
20:25 - Calculations complete for Killing Floor. Recalculating a new launch projection...
21:25 - Calculations complete for Defense Grid: The Awakening. Recalculating a new launch projection...
21:26 - Calculations complete for Amnesia: The Dark Descent. Recalculating a new launch projection...
21:29 - Boot sequence complete
21:29 - Commence testing
'''Cavite City Philippines
'''Planet Earth'''[https://www.facebook.com/MichikojichoiCaviteCity]
== Aperture Science ==
'''Aperture Science''' is the mysterious research corporation behind the plot of [[Portal]].
According to [http://www.aperturescience.com its website], Aperture was founded by [[Cave Johnson]] in 1953 as a manufacturer of shower curtains. 26 years later, Aperture began development of the 'man-sized ad hoc quantum tunnel through physical space with possible applications as a shower curtain,' also called the 'Portal.'
Aperture eventually created the [[weapon_portalgun|Aperture Science Handheld Portal Device]], and built the [[Aperture Science Enrichment Center]] to test it. They also created [[GLaDOS]] in response to the news that [[Black Mesa]] was working on a similar portal technology.
The game, Portal, is set mostly in the test chambers of the Aperture Science Enrichment Center. After escaping the test chambers (and near-death), the player finds that the Enrichment Center is deserted, with abandoned desks and disconnected phones. It is apparently run only by GLaDOS.
<nowiki>The Company's Slogan: Aperture Science: We do what we must, because we can.  </nowiki>
[[Category:Half-Life Continuity]]
== Making GLaDOS Speak ==
{{otherlang2
|ru=Making_GLaDOS_speak:ru
}}
== Using preset sounds ==
It's actually very easy to make GLaDOS talk, but which method to use may not be immediately obvious. You can play one of her lines using an {{ent|ambient_generic}}, but this has an unfortunate downside: <code>ambient_generic</code> entities continue to play even when the game is paused (hence the "ambient" part of the entity name).
In Valve's maps, a {{ent|logic_choreographed_scene}} is used instead. Here's how to make GLaDOS speak in your own maps with a <code>logic_choreographed_scene</code> entity:
#Create a small room outside of your regular play area. Cover the walls with the "nodraw" texture.
#Inside the room, create a {{ent|generic_actor}} entity. Set the entity's model to '''models/props/metal_box.mdl''' or something similar. ''The model doesn't really matter, but Valve uses metal_box in their maps because the map already uses that model in most cases (thus saving memory).''
#Set the <code>generic_actor</code>'s Name property to '''Aperture_AI''' (the name cannot be anything other than Aperture_AI, otherwise the scenes will not function).
#Create a <code>logic_choreographed_scene</code> in your play area and set the Scene property to whatever scene you want to play.
{{Note|If you are making a scene for cameras, you might want to try the following scenes out.}}
There are also many scenes that can be made for special use, including things like weighted storage cubes, and cameras.
'''Cameras'''
{{Note|As soon as you put an Aperture_AI, GLaDOS will automatically play one of the following scenes when a camera gets detached.}}
{{Note|After all five scenes have been played, GLaDOS will cease to randomly play the scenes and only play the fifth one.}}
* '''scenes\general\generic_security_camera_destroyed-1.vcd'''
* '''scenes\general\generic_security_camera_destroyed-2.vcd'''
* '''scenes\general\generic_security_camera_destroyed-3.vcd'''
* '''scenes\general\generic_security_camera_destroyed-4.vcd'''
* '''scenes\general\generic_security_camera_destroyed-5.vcd'''
'''Storage Cubes'''
* '''general\ai_box_fried.vcd'''
* '''general\ai_box_lost.vcd'''
Now, just trigger the <code>logic_choreographed_scene</code> entity and listen to GLaDOS speak!

Latest revision as of 19:58, 21 April 2025