Re: [CsMain] Linking portals at runtime
Mat Sutcliffe <[email protected]> Sat, 18 Aug 2012 18:22:26 +0100
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <CACE5Bz+tD6Q7qV2cCn-fwhNRHs09vDoV3sLZsibXMjk8-HO06A@mail.gmail.com> |
On 18 August 2012 17:05, Andrei Bârsan <[email protected]> wrote: > On 18.08.2012 18:59, Mat Sutcliffe wrote: > > So it is possible to connect a portal to a position where there is no > > corresponding portal, to create a "one-way" portal, or to have a > > corresponding portal point somewhere else entirely, for all sorts of > > confusing game mechanics. :) > > Hehe, reminds me of the portals in Quake III, actually! > It would really be nice to see in CS. > Also in Quake 1. The intro level where you chose the difficulty by jumping through either the easy, medium or hard portal (there was a secret nightmare portal too IIRC). They all led to the same place, but each one set the difficulty variable to a different value. Pretty neat. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe