I'm getting a lot more questions about this than I anticipated, so to be clear, I'm aware that reinstalling the game or verifying game files through Steam is always an option if something breaks. That's not the entire reason for why I decided not to publish this mod. This setup requires a sourcemod, plugin, vscript, node.js program, and a modified launch script to work, and even then you have to tamper with it for it to be somewhat stable. That's a lot of moving parts (which I've only tested on Linux, mind you), and my experience shows that most people aren't nearly tech-savvy enough to be trusted with putting those parts together. It's far from just a few files to drag-and-drop into your Steam folder. I have previously had complaints from people who didn't even know you could verify game files on Steam - that's part of the reason why Spplice even exists. To this day, I still get complaints about mods being "permanently installed" when in reality the user just loaded an old save file. So while I'm sure some of you are capable of setting this up, I simply don't see that as worth it at the expense of everyone else.
That save thing is super funny, i got your mods working on the xbox version of portal cause somehow my saves got transfered over to that, i still dont know how i did that lmao
If you released the source code then people could remake the mod to be easier and take on the burden themselves, also it would be a cool thing to preserve the code for observation
i love it when he's entirely focused on one of the two games and in the other game chell is just going schizo and running around in circles strafe jumping and shooting portals in random spots
I...thought this was "I place a portal in one game, the other portal in the other game." Like, you place a blue portal in Portal 1, and it leads to Portal 2. Place an orange portal in Portal 2 and it leads to Portal 1. Its so much pain to make that, that I got SUPER excited. Im sad its not here but dont expect it to ever be.
this would be impossible without the vmf files of the maps for both games, which we will never get. idk if p2ce has them for the second game and we may be able to work off of fixed decomps of the first game since it's so much simpler
To settle the debate - this is very possible. I’ve even made a prototype! But for the puzzles to make any sense, it’d have to be co-op (because if you leave both portals in one game, you can’t get back to the other). I just don’t see myself playing that any time soon.
This would be really cool if you overlayed the 2 ontop of eachother Because the portals relative position is synced when you fire them it would be much easier to comprehend how your getting some portal shots
Could you imagine a version of this where when you walk through the portals you actually go into the other game, and can even bring items/lasers/pellets/bridges through?
If you have steam + portal 2, you can download and play Portal Reloaded for free really easily! Would recommend looking into it as it's essentially that concept done really well
@@no1nedoesstuffonyoutubeit’s a really cool story, you get a new green portal that goes to the future and you have to use it to go back and forth through the clean and dirty test chambers and solve puzzles to “train” for your important aperture science mission: not going to spoil it because I hope you check it out (or checked it out already, it’s been 5 months)
Idea: *Colored Partners* This idea makes you and your coop partner be colored. With atlas being red and p-body being green. (Course 04 and course 06 will likely be skipped due to the funnel being introduced the same way as light bridges but no new elements can be interacted with in interesting and unique ways here) Red can only interact with red colored elements. Green can only interact with green colored elements. If a conflict is met, such as a green cube touching a red button, then it will be dissolved. With players, they will jam the button for a small period of time. (Basically for a few seconds after they step off the button.) Over the length of the cooperative campaign, other colors will be introduced and taught to the players through the course of several courses. These are the other colors that will be introduced after the green and red colors being shown to the players: Blue - Will be taught a little after the red and green mechanics are solidified to the player and can be interacted with by both players but have special requirements/properties. For example, cubes and balls can float when dropped. Also, blue elements can only be interacted with by blue elements. Gray (Toggle) - Will likely be taught at the beginning of course 03. This color mainly applies to cubes because a toggling door might not be the best of ideas. (Unless only able to be interacted with by a toggle cube.) Toggle cubes toggle elements at the cost of their own physical existence. So, a player can bring disable fizzler to get a portal through it and respawn the toggle cube in order to bring the toggle cube to the button which activates the exit. The player can select which element to toggle by pinging the object or through some other means. (Special parameter in course 05 in which it can disable and enable the entire chamber's elements like light bridges, funnels, gel, buttons and more.) If a toggle cube is destroyed via fizzler or by other means, then it will spawn in its origin location when respawned and act as if the world was activated. (Could be useful if you can't face the cube to ping it) Light Blue (Conversion) - Introduced in course 05. This color applies to cubes only. The cube can 'convert' a cube's color to another color of a players choosing. A conversion cube cannot interact with other elements however. This includes normal colored puzzle elements as well. A conversion cube cannot be converted to another color. Only red, green, black and normal colored cubes can be converted to another color. Black - Introduced in course 05 to teach players on how converting a black cube to a different colored cube can be used to solve a puzzle. Black elements (mainly applies to buttons) can only be interacted with objects, but not its own color. For example, a black cube cannot be put onto a black button but must be converted to a red or green cube in order to be able to interact with a button properly. Other Concepts that likely won't be added in due to their complexity or just not being fun for a player: Yellow - Yellow physical objects are destroyed upon any interaction except pushing the object of color. Yellow Elements such as a ball button must have a ball pushed onto the ball button in order to progress because if grabbed, the ball will be fizzled upon any interaction with it. Purple - An element that duplicates itself, acts as a normal cube but sort of interlocked. (Not interlinked however because a purple cube's duplicate can die, be respawned by the purple cube or destroyed temporarily by the purple cube and not die. This is only the case so a mimic cube cannot duplicate cubes infinitely with a purple cube.) Pink (Mimic) - A cube that can mimic other cube's properties but cannot mimic player colors. Originally used to get infinite height with just a spare blue cube or a blue element and a purple cube/element.
As I said in the video, no. I'm not putting this up anywhere due to how unstable and hard to work with this mod is. Though I can still answer some questions. Portal 2's inputs are relayed to Portal 1 with a few vscripts and a node.js program for bidirectional communication through Portal 2's telnet server, and relative portal positions are similarly calculated in vscript. Deaths don't really affect anything, other than occasionally conflicting autosaves. Running two instances of Portal 2 at the same time essentially exploits a race condition in... literally running the launch script twice at the same time.
its even more exiting when the entire video you only watch one perspective and you just see them ram into the wall and press use (for prunner mwheelup)
the aperture science vital testing apparatus is confused why chell is jumping in the elvevator while turning left and right while also there are portal in mid earth
in the developer commentary they say it’s because they wanted to introduce the basics to players that never played portal before while at the same time introducing the changes in the story and setting to the people that already played portal
every totally normal portal runs you've been doing have been easy to follow but this is where i draw the line, you've broken barriers i didn't even know could be broken, how does he do it
Idea: Make the portal gun limited. Apparently you can beat the SP game with 100 portals, so after 100 portals (or even less if glitches are allowed), the portal gun just explodes and you can't shoot any portals anymore. Which also means that even if you get to wheatley, you can't shoot the moon portal in the end
thought you're going to make each game have 1 portal where portal 1 has the blue and portal 2 has orange, how crazy could that get? what would you have to do to even code that? is it possible?
i WAS sort of expecting that the azure portal would go to the orange portal in one game and then back into the other game but that doesn't actually make much sense doesi t lol
this mod is complicated enough but hear me out what if you did this again except co-op one person in portal 1 one person in portal 2 I know nothing about coding but I imagine to even get this to work it would be difficult but i think the result would be entertaining
Now do 2 instances of portal two. Number 1 uses wasd right click, left click, number 2 uses up down left right f, g, both use e to use and pick up / put down
you should make a mod that is pretty much the same, except the blue portal (in portal 1) leads to the orange portal (in portal 2) and vice versa. Basically, 2 sets of portals, and instead of them leading to each other, they lead to their other game counterparts
Someone should handcraft a portal mod that uses this split screen mechanic, the aperture science synchronous testing initiative. The game already jokes about alternative and parallel dimensions so it would be really cool if someone did that.
At first when reading the title I thought that placing a portal in P1 and one in P2 would let you switch to the other game's map lol (which btw would be doable considering both use the source engine, P1 maps shouldn't be that hard to port to P2. No idea about how portable would the scenario and Glados bossfight be though)
imagine if the portal was always realitive to its games, (for example, if you placed a portal in portal1 and then walked into the wall in portal1 while still moving in portal2, the portal would appear to move with the player in portal2)
PLEASE, RELEASE THIS!!! I never play portal anymore so I don't care if it breaks my game. I don't care if its complicated, infact that's better cus then kids can't do it and break there game. PLEASE, EXPLAIN!
@@PortalRunner I guess but I have to say veryfing steam files is not really a techsavy thing that would be stuff like editing script files or manually putting minecraft mods into the .jar like you did in the olden days
I’m speaking from experience - many people don’t even know you can verify game files. Many people also don’t want to due to BEEMod, for example. The amount of people that could also realistically set this up for themselves is very insignificant.
portal but the blue portal is connected to the blue portal in portal 2 an oranges portal in portal 1 is connected orange portal in portal 2 pass from the portal switches the game. run the games in seamless mode and use a command to pause the game send the rotation data and momentum data over a control program
I'm getting a lot more questions about this than I anticipated, so to be clear, I'm aware that reinstalling the game or verifying game files through Steam is always an option if something breaks. That's not the entire reason for why I decided not to publish this mod.
This setup requires a sourcemod, plugin, vscript, node.js program, and a modified launch script to work, and even then you have to tamper with it for it to be somewhat stable. That's a lot of moving parts (which I've only tested on Linux, mind you), and my experience shows that most people aren't nearly tech-savvy enough to be trusted with putting those parts together. It's far from just a few files to drag-and-drop into your Steam folder.
I have previously had complaints from people who didn't even know you could verify game files on Steam - that's part of the reason why Spplice even exists. To this day, I still get complaints about mods being "permanently installed" when in reality the user just loaded an old save file. So while I'm sure some of you are capable of setting this up, I simply don't see that as worth it at the expense of everyone else.
Why did you cut out me interrogating you?
That save thing is super funny, i got your mods working on the xbox version of portal cause somehow my saves got transfered over to that, i still dont know how i did that lmao
If you released the source code then people could remake the mod to be easier and take on the burden themselves, also it would be a cool thing to preserve the code for observation
@@btarg1 Aside from the fact that no one is going to do that, at that point, they’re better off rewriting it. It’s not that complicated.
@@btarg1I think it's so modded that you would basically just be uploading a pirated version of the game at that point
My dumbass thought u could teleport from portal 1 to portal 2, still a solid idea tho
You’re not the only one
Same man
I thought so as well
Honestly, a lot of us were expecting the portal reloaded treatment
unoriginal opinion: same
"This game isn't very action oriented"
Turrets: "Allow us to introduce ourselves... simultaneously."
heh
Filled with bullets simultaneously
GLaDOS watching them do weird moves in portal 1: wtf
portal 2: hey, wait a minute
underrated
HeY St0p th4T Your cR3at1ng A tIMe P4rAdox (idk i tried to recreate the glados text for when she gets replaced by wheatly)
Them*
@@gattodev_real oh, PR is they/them? Didn’t know that lol. Thx
@@gattodev_real Carolyn is she so GLaDOS is she
i love it when he's entirely focused on one of the two games and in the other game chell is just going schizo and running around in circles strafe jumping and shooting portals in random spots
love the idea of glados just being baffled as to what shes doing lol
“Maybe that case of brain damage wasn’t minor?” - Wheatly, probably
@@alex.g7317 tbf it's *serious* brain damage so
@@possibly_ben yeah, Wheatley’s a genius!
@@katvelyteexcept she has been watching her death on loop for so long she immediately realizes that Chell is synched trough time
it would be so cool to see someone use this concept to make a full game
Portal reloaded kinda
Aperture Boy and Mesa Girl.
@@gravitationalforce3258 i’ve played it, and it’s not close enough
@@theapexsurvivor9538 lmao
Allow me to show you, portal reloaded
I...thought this was "I place a portal in one game, the other portal in the other game." Like, you place a blue portal in Portal 1, and it leads to Portal 2. Place an orange portal in Portal 2 and it leads to Portal 1. Its so much pain to make that, that I got SUPER excited. Im sad its not here but dont expect it to ever be.
this would be impossible without the vmf files of the maps for both games, which we will never get. idk if p2ce has them for the second game and we may be able to work off of fixed decomps of the first game since it's so much simpler
@@n646n I figured it would be impossible but Ive seen some fuckin impressive shit done.
@@skullzans that's like saying it's impossible for humans to levitate but you've seen impressive shit done
@@n646n And????
To settle the debate - this is very possible. I’ve even made a prototype! But for the puzzles to make any sense, it’d have to be co-op (because if you leave both portals in one game, you can’t get back to the other). I just don’t see myself playing that any time soon.
Good thing it’s relative positioning and not absolute. That would have gotten substantially weirder.
…actually that sounds pretty cool.
This has got to be one of the most interesting portal 1/2 challenge
yeah
portal 0.5
The king of anti-climactic endings has returned.
what my gf says
I got it to 69 likes
Agreed.
@@kumys1974 Correct.
When I clicked onto this video, I was honestly expecting something more along the lines of Portal Reloaded lol
i was imagining the portals take you back and forth between games, that would be so cool
16:00 I'm pretty sure it's because you can't crouch jump in Portal 2.
yes. they reworked the movement to suck more in P2 which included removing crouch jumping and changing base speed.
id love to see someone perfect a speedrun of this
trying to figure out which portal 1 levels are best for skipping portal 2 levels and vice versa
Glados in portal 1 watching: Since when did we start testing on high test subjects?
took me a while to realise protal 1 is running on the portal 2 version of source
wait it is?
edit: he just said it
this is really interesting and really confusing LOL
would love to see a TAS of this tbh
I actually noticed they were both in the portal 2 engine really quickly because both portal gun models look exactly the same
despite the jank this is such an awesome concept and you could do so much for it in its own game
For those curious to try this, use the mod P1 done P2. It's not the method he used, but I will pretty much give you the same result.
This would be really cool if you overlayed the 2 ontop of eachother
Because the portals relative position is synced when you fire them it would be much easier to comprehend how your getting some portal shots
imgain this in vr.
so left eye is portal 1 and right eye is portal 2
YES
what was so exciting about this that I had to type that reply it's a cool idea I guess but not that exciting
@@gamertypeawesome You dare betray our lord and savior?!
My left eye is significantly worse that my right, so this sounds like a challenge
@@AngusFoley huh
I remember I started watching ur stream mid way through and I was so confused…. This makes so much sense now
Could you imagine a version of this where when you walk through the portals you actually go into the other game, and can even bring items/lasers/pellets/bridges through?
12:00 GUYS THERE'S SOMETHING WRONG WITH MY PORTAL COPY
12:36 you could have just shot another orange portal straight down lol
Sure, but I was trying to go for the "intended" solution for each Portal 1 map, and mid-air flinging doesn't count for that.
I feel like this’d be really interesting for a time travel sort of game
Portal Reloaded? Its a mod for portal 2, not sure if your referencing that or not...
I am not, I know nothing about portal mods lol @@ZapProd
If you have steam + portal 2, you can download and play Portal Reloaded for free really easily! Would recommend looking into it as it's essentially that concept done really well
@@no1nedoesstuffonyoutubeit’s a really cool story, you get a new green portal that goes to the future and you have to use it to go back and forth through the clean and dirty test chambers and solve puzzles to “train” for your important aperture science mission: not going to spoil it because I hope you check it out (or checked it out already, it’s been 5 months)
3:39 new response just dropped
Idea: *Colored Partners*
This idea makes you and your coop partner be colored. With atlas being red and p-body being green.
(Course 04 and course 06 will likely be skipped due to the funnel being introduced the same way as light bridges but no new elements can be interacted with in interesting and unique ways here)
Red can only interact with red colored elements.
Green can only interact with green colored elements.
If a conflict is met, such as a green cube touching a red button, then it will be dissolved. With players, they will jam the button for a small period of time. (Basically for a few seconds after they step off the button.)
Over the length of the cooperative campaign, other colors will be introduced and taught to the players through the course of several courses.
These are the other colors that will be introduced after the green and red colors being shown to the players:
Blue - Will be taught a little after the red and green mechanics are solidified to the player and can be interacted with by both players but have special requirements/properties. For example, cubes and balls can float when dropped. Also, blue elements can only be interacted with by blue elements.
Gray (Toggle) - Will likely be taught at the beginning of course 03. This color mainly applies to cubes because a toggling door might not be the best of ideas. (Unless only able to be interacted with by a toggle cube.)
Toggle cubes toggle elements at the cost of their own physical existence. So, a player can bring disable fizzler to get a portal through it and respawn the toggle cube in order to bring the toggle cube to the button which activates the exit. The player can select which element to toggle by pinging the object or through some other means.
(Special parameter in course 05 in which it can disable and enable the entire chamber's elements like light bridges, funnels, gel, buttons and more.)
If a toggle cube is destroyed via fizzler or by other means, then it will spawn in its origin location when respawned and act as if the world was activated. (Could be useful if you can't face the cube to ping it)
Light Blue (Conversion) - Introduced in course 05. This color applies to cubes only. The cube can 'convert' a cube's color to another color of a players choosing. A conversion cube cannot interact with other elements however. This includes normal colored puzzle elements as well. A conversion cube cannot be converted to another color. Only red, green, black and normal colored cubes can be converted to another color.
Black - Introduced in course 05 to teach players on how converting a black cube to a different colored cube can be used to solve a puzzle. Black elements (mainly applies to buttons) can only be interacted with objects, but not its own color. For example, a black cube cannot be put onto a black button but must be converted to a red or green cube in order to be able to interact with a button properly.
Other Concepts that likely won't be added in due to their complexity or just not being fun for a player:
Yellow - Yellow physical objects are destroyed upon any interaction except pushing the object of color. Yellow Elements such as a ball button must have a ball pushed onto the ball button in order to progress because if grabbed, the ball will be fizzled upon any interaction with it.
Purple - An element that duplicates itself, acts as a normal cube but sort of interlocked. (Not interlinked however because a purple cube's duplicate can die, be respawned by the purple cube or destroyed temporarily by the purple cube and not die. This is only the case so a mimic cube cannot duplicate cubes infinitely with a purple cube.)
Pink (Mimic) - A cube that can mimic other cube's properties but cannot mimic player colors. Originally used to get infinite height with just a spare blue cube or a blue element and a purple cube/element.
Gotta love "Quantum Krono" linked portal guns. You and your future self can now break space time in style.
another spicy upload from portalrunner 🔥
this is the best video my eyeballs have ever been graced with
When you sort by popular (weekly) on the custom level gamemode no one remembers the proper name for
i didnt actually watch the ending of this so now i can see how it went
Awesome concept!
How did you manage the controller on Portal 2? What about death? Can you please open source your plugin?
As I said in the video, no. I'm not putting this up anywhere due to how unstable and hard to work with this mod is. Though I can still answer some questions. Portal 2's inputs are relayed to Portal 1 with a few vscripts and a node.js program for bidirectional communication through Portal 2's telnet server, and relative portal positions are similarly calculated in vscript. Deaths don't really affect anything, other than occasionally conflicting autosaves. Running two instances of Portal 2 at the same time essentially exploits a race condition in... literally running the launch script twice at the same time.
"Same shit different ass" - p2r3
its even more exiting when the entire video you only watch one perspective and you just see them ram into the wall and press use (for prunner mwheelup)
i would love to see speedruns of this
New game show
"Whose Ass Do I Save"
Anyways
"Too complicated" he says, try me
This is a sourcemod (P1doneP2), vscript, node.js program, and a very strange solution for launching two instances at the same time on Linux.
the aperture science vital testing apparatus is confused why chell is jumping in the elvevator while turning left and right while also there are portal in mid earth
The most bizarre thing about this is... running two source engine games at once
No it is not. It's just a launch parameter
New strategy: Void Portaling or Void Flinging. (8:00)
Woahhh, the early portal 2 chaimbers are the first portal 1 chambers
in the developer commentary they say it’s because they wanted to introduce the basics to players that never played portal before while at the same time introducing the changes in the story and setting to the people that already played portal
I have well over 100 hours in portal2 and I still wouldn’t be able to do this, my brain would melt instantly
Now you're thinking with physics breaking portals
0:08 /!\ DOUGDOUG SPOTTED /!\ RIGGED
what if going through the portal in one game sent you to the other and there was only 1 portal in each of the games
Watch this with your eyes crossed for maximum trippyness.
every totally normal portal runs you've been doing have been easy to follow but this is where i draw the line, you've broken barriers i didn't even know could be broken,
how does he do it
Seeing Portal 2 object physics in Portal 1 is quite interesting.
Not what I expected at all, but still an awesome idea.
Idea: Make the portal gun limited. Apparently you can beat the SP game with 100 portals, so after 100 portals (or even less if glitches are allowed), the portal gun just explodes and you can't shoot any portals anymore. Which also means that even if you get to wheatley, you can't shoot the moon portal in the end
this is some big brain gameplay ideas here
"we have portal reloaded at home" portal reloaded at home:
Is this by any chance the stream where you explained why you use linux?
thought you're going to make each game have 1 portal where portal 1 has the blue and portal 2 has orange, how crazy could that get? what would you have to do to even code that? is it possible?
i WAS sort of expecting that the azure portal would go to the orange portal in one game and then back into the other game but that doesn't actually make much sense doesi t lol
Seeing an earlier version of portal was so weird
this is a awesome mod actually damn shit seems complicated to do too
i am so mad that we cant play it though
yeah same, i dont think people are THAT stupid (and even if they are, its portal, just reinstall it if you mess something up)@@StupidCommenterYT
Portal: adhd edition
Portal two gameplays
Glass Beach Band
glass beach band
glass beach band
glass beach band my beloved
Glass Beach Band
it is [4 am] and my sleeb schedule had gone ∆ |\| ∆L {[3 weeks ago]}
🍺👁️w👁️
This is so cool, but its hard to watch, and it doesn't look like your sensitivity is synchronised between games
this mod is complicated enough
but hear me out
what if you did this again
except co-op
one person in portal 1
one person in portal 2
I know nothing about coding but I imagine to even get this to work it would be difficult
but i think the result would be entertaining
It would be cool to see something like the time portal in portal reloaded that sends you from portal one into portal two
what portal 1 version is that??? I've been dying for p1 in the p2 style
@@nerdy_bumblebee look up “p1 done p2”
Now you're thinking with Portals.
Are you sending demo inputs to portal 1?
I lied, i did watch the video
i love the concept and i admit it sounds tough, but i think it's tougher for me to actually follow which game is he focusing on
Now do 2 instances of portal two. Number 1 uses wasd right click, left click, number 2 uses up down left right f, g, both use e to use and pick up / put down
This is the apeture science coop testing initiative if jave cohnson ran the company
you should make a mod that is pretty much the same, except the blue portal (in portal 1) leads to the orange portal (in portal 2) and vice versa. Basically, 2 sets of portals, and instead of them leading to each other, they lead to their other game counterparts
i thnik the easiest way to do that is to completely remake both games tho
This is mind boggling
I wanna see something like this but portal 1 only has blue and portal 2 only has orange, and going through a portal makes you swap games
POV: Evelyn tries to play Portal in Everything Everywhere All at Once
Someone should handcraft a portal mod that uses this split screen mechanic, the aperture science synchronous testing initiative.
The game already jokes about alternative and parallel dimensions so it would be really cool if someone did that.
The Portal Reloaded we never got
At first when reading the title I thought that placing a portal in P1 and one in P2 would let you switch to the other game's map lol
(which btw would be doable considering both use the source engine, P1 maps shouldn't be that hard to port to P2. No idea about how portable would the scenario and Glados bossfight be though)
12:20 couldn't you have just placed another orange portal while you fell?
I was doing only intended solutions for Portal 1, and that wouldn’t have counted.
@@PortalRunner right, sorry
imagine if the portal was always realitive to its games, (for example, if you placed a portal in portal1 and then walked into the wall in portal1 while still moving in portal2, the portal would appear to move with the player in portal2)
Happy 1000 veiws🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
I really wanna Portal 1 in Portal 2 now :/
Hey how did you manage to play with 2 games at once?
Very nice video !
PLEASE, RELEASE THIS!!! I never play portal anymore so I don't care if it breaks my game. I don't care if its complicated, infact that's better cus then kids can't do it and break there game. PLEASE, EXPLAIN!
Portal runner I love your content and all but your webcam looks like there's a black and white filter on the footage
5:31 can you not just verify the game files in steam when you broke something? its not like broken beyond repair
Most people… aren’t very tech savvy. I’d get quite a few messages asking questions that I don’t want to be spending time answering.
@@PortalRunner I guess but I have to say veryfing steam files is not really a techsavy thing that would be stuff like editing script files or manually putting minecraft mods into the .jar like you did in the olden days
I’m speaking from experience - many people don’t even know you can verify game files. Many people also don’t want to due to BEEMod, for example. The amount of people that could also realistically set this up for themselves is very insignificant.
The stream was crazy.
The interdimensional link portal gun
I was expecting you to portal between the games
you should upload the footage of the individual games separately
How, you can't have 2 source games open at the same time.
Portal, But Your Existence Is Non-Linear.
portal but the blue portal is connected to the blue portal in portal 2 an oranges portal in portal 1 is connected orange portal in portal 2 pass from the portal switches the game.
run the games in seamless mode and use a command to pause the game send the rotation data and momentum data over a control program
12:30 couldn't have you just shoot another orange portal under yourself after missing the last jump?
I could have, but as I said, I was going for the “intended” solution in Portal 1, and shooting a portal mid-air doesn’t count.
@@PortalRunner oh yeah, true. My bad
Is another good video by the pprunner
It's like playing portals but in the 4th dimension.