Normally the rocket turret "drifts" towards the player's center as it begins its lock-on and fire sequence. When you fixed the audio and delay timers, the turret freezes at the exact moment the beam crosses the presumably cube hitbox of the player. It no longer continued to rotate after locking. Was that intentional or just a quirk of the adjustments you made? How does that drifting work and how was it prevented?
I'm glad you bring this up because that was actually an intentional change I made. I wanted to see how it feels for the turret to hard lock rather rather than continue to drift.
@@wolfcl0ck I frequently see people misalign their portals and watch the beam cross out of the portal because they don't understand that it keeps moving. It's probably a good change, heh. I doubt forcing it to lock on closer to the player's center would be doable though.
@@wolfcl0ck Doing that I think gets rid of some of the challenge when dealing with them in the puzzles. Especially when dealing with GLaDOS where you just have to walk out of the way when it locks onto your last position instead of dodging when it's fired at you with the distance between you and the turret dictates your window to dodging.
@@wolfcl0ck It does definitely make it seem a bit inconsistent or jittery, maybe instead of freezing the turret it could only lock once below some angle to target threshold
I find it hilarious that two portals are just recording and emitting noise at each other and that there was no system in place to prevent that in the original. Endless mic feedback
i mean like its probably accurate to what would happen. Sound vibrations go through the portal until they bouce off of something and get set offpath. the sound only gets more and more warped as it travels further
This was very well explained! I didn't expect you to actually fix the bugs, and you most certainly didn't have to go that far for one video, but it's awesome that you did.
Something that helps is the fact that the programmers were new and wound up documenting almost every single line of code that they wrote, even to the point where some files have numbered step-by-step comments explaining exactly what every block of code does.
@@mahuba2553 Adderall, 20 mg. Also, Portal 1 is one of the ONLY instances of readable code, and it's because it was written entirely by new hires who actually explain their code.
I personally prefer the version we got. It's just more clear and concise, not giving a chance to confuse player on whether they can make a Rocket Turret "un-lock" from firing in a certain direction, and I think it also gives them more of a notice and chance to get out the way due to the "locked-on" sound being both so distinct (especially compared to the "locking-on" sound), and that the sound finishes slightly before the Rocket Turret actually shoots. Also, I've becomes kind of numb to the sounds of Rocket Turret beeps due to many repeated playthroughs of Portal: Epic Edition, but it would be infinitely more annoying to listen to with the originally intended sound.
two beeps is a bit much for the rocket turret, though one beep before the lock on sound could've been a good addition. if portal 2's hover turret were complete, announcing itself with two beeps to distinguish itself from the single beep of a standard rocket turret is what I'd recommend (if not a different sound effect entirely).
tbh, it's more realistic and immersive when the rocket turrent's sound seems to repeat or gets louder when there's a portal.. in fact imo all sounds in the game, particularly loud sounds should act like this when there's an active entry and exit portal as this is what you'd expect from a real portal gun. If the portal gun was real, you'd assume soundwaves would travel through the portal too.. so if there was a beep, you'd potentially hear two beeps or a much louder beep, because not only do you hear just the beep from the object as it's soundwaves travel through the air to your ears, but the sound of it's reflection off the walls combining to make your brain hear a single beep, but when you add a portal, now there's a potentially slightly delayed beep (like an echo) that traveled through the portal and emitted from the other end of the portal and you're hearing those soundwaves in the air and it's subsequent reflections off walls too and either it results in two distinct beeps, or combine to make a louder beep, or longer beep as the now 4 or more sound waves interact with each other as they travel through the portal and get delayed slightly with each iteration of the sound that passes or it's subsequent reflections repasses and passes again through the portals.. In simple English, it's like hearing an echo of a sound but rather than the echo being the sound reflecting off a distant wall in a tunnel and traveling back to your ears delayed due to the speed of sound, thanks to the portal, you are hearing the echo pretty much instantaneously as you removed that long distance which the traveling sound can emit from a surface far away: from the portal which acts like an echo.. so that echo combines with the source sound to potentially make it louder or double or triple and so on with each reflection that goes through the portal.
I think one beep and the entire sound locked would've been better than directly going for it works better? Slightly longer time to prepare, but it also helps players.
Completely unrelated, I did not know you were suposed to progress by breaking the glass and colecting a cube to climb the vent bruh, I always backtracked and brought a chair with me 😭
One of the worst designed sections of any Valve game. If the chair wasn't there, many would get stuck as the intended solution isn't obvious at all. I used the chair too.
I like the changes you made! I always just assumed it was one singular sound playing, so from a player's perspective it just makes the most sense to me that its the "warning" sound. I actually may overall prefer Portal 2's singular beep, even if it is unintentional
Saw this video in my recommended as my first discovery of you, and your profile name caused a bit of a double take! Cool video, I never even knew what that unique sound was nor why it only came through the portals
Ya im gonna say we're better off with the version we got. Not only does it give it a kind of weird foreign mechanical sound to the rocket turret, it also is way more threatning and alerting to the player on the danger it provides if you do not get out of the way. Add to that that the length of the bug sound gives a perfect length leadup right before the rocket fires giving you a precice timing when your last moment to get out of the way before the rocket fires is, and that the even louder volume bug with nearby portals is helps convey a more serious and dangerious warning of "get out of the way now, you are about to seriously fuck up" to the player. The intended sound really does not convey that same level of danger, urgancy or context information that the current one does in comparison, not to mention when fixed it seems like it bugs out its behavior with it stoping on the edge of the players hollision hull instead of drifting to the center of player then locking on which makes it feel even more broken than just having the current sfx.
Honestly I like the extra sounds. Also I noticed it hard locked the moment it made any sound, I feel like it should've only done that when the "Locked" is played, but thats just a pet peeve. Very interesting nonetheless. :)
3:50 *HOLY FUCK* Me and my friends played through Portal 1 over 15 times in total and we never knew we could get a cube here, so we dragged a chair to climb...
Honestly I prefer the original version, minus the bug where it's extremely loud when near a portal ofc. The two extra beeps really just add extra noise that isn't necessarily helpful to the player, where as a single beep with a delay gives you all the information you need plus a little bit of time to react. And it just sounds way nicer imo. The extra beeps might've made more sense if they were used as a warning, maybe played when you enter the turrets' line of sight but haven't touched the laser yet. Sort of an equivalent to the voicelines and mechanical noises that the normal turrets make before they start firing. But with how rocket turrets are actually used in gameplay compared to normal turrets, I don't think a warning like that would really be necessary anyway. Also, fixing the turret so that it actually stops moving when locked was a nice touch, although the way it seems to completely freeze the instant the laser touches the player's hitbox is a little janky-looking. I imagine that's something that could be polished up, though.
Can you make please a video to HL2 / HL2Ep1 / HL2Ep2 are crashing, when a poisonzombie is catched by a Barnacle. I've tested all (hl2/ep1/ep2) of them after the Anniversary update.
This guy reminds me of marblr. That is 100% a compliment by the way. i absolutely love that guys writing. I also dont mean to say that its like your copying his writing its just the structure and feel is very simalar
and portal 2 fixed this by making sounds through portals not play. at least the captions don't say anything (tested portal 1 fizzling a turret on portal 2)
I believe that is correct, yes. By the time Portal 2 rolled around, they had already gotten rid of that function. It's a shame, Portal 1 was also going to have a "light through portals" system where the game would calculate which side was brighter and would then sample the lighting and transmit it with a flashlight through the other side, but the team disabled it due to problems on the Xbox 360, leaving it in the code for modders, but then Valve never released an official Portal SDK. You can see how it worked in action here, by the way: ruclips.net/video/6FPJKuJ6oK0/видео.html
No, but OBS with the "RNNoise" Noise Suppression filter certainly gives a bit of a weird result and I used a Premiere Pro setting called "podcast voice," so there's quite a bit of audio cleanup happening. I've been trying a new setup since my previous system sounded a bit weird (you can hear how it sounded at the time in this ruclips.net/video/jqcpK4fphzk/видео.html )
Normally the rocket turret "drifts" towards the player's center as it begins its lock-on and fire sequence. When you fixed the audio and delay timers, the turret freezes at the exact moment the beam crosses the presumably cube hitbox of the player. It no longer continued to rotate after locking. Was that intentional or just a quirk of the adjustments you made? How does that drifting work and how was it prevented?
I'm glad you bring this up because that was actually an intentional change I made. I wanted to see how it feels for the turret to hard lock rather rather than continue to drift.
@@wolfcl0ck I frequently see people misalign their portals and watch the beam cross out of the portal because they don't understand that it keeps moving. It's probably a good change, heh. I doubt forcing it to lock on closer to the player's center would be doable though.
@@wolfcl0ck Doing that I think gets rid of some of the challenge when dealing with them in the puzzles. Especially when dealing with GLaDOS where you just have to walk out of the way when it locks onto your last position instead of dodging when it's fired at you with the distance between you and the turret dictates your window to dodging.
Ohh
@@wolfcl0ck It does definitely make it seem a bit inconsistent or jittery, maybe instead of freezing the turret it could only lock once below some angle to target threshold
I find it hilarious that two portals are just recording and emitting noise at each other and that there was no system in place to prevent that in the original.
Endless mic feedback
i mean like its probably accurate to what would happen. Sound vibrations go through the portal until they bouce off of something and get set offpath. the sound only gets more and more warped as it travels further
i love getting recommended videos like 4 seconds afer they get uploaded
That's a sign of what we refer to around these parts as a "Certified Cl0cker."
35 minutes for me! The algorithm has smiled upon you!
Same here!
This was very well explained! I didn't expect you to actually fix the bugs, and you most certainly didn't have to go that far for one video, but it's awesome that you did.
I'll admit that it would have been much, much easier to just edit the sound effect to simulate it, but hey! What's the fun in that?
It’s neat how many surprises people still keep finding in portal to this day.
Something that helps is the fact that the programmers were new and wound up documenting almost every single line of code that they wrote, even to the point where some files have numbered step-by-step comments explaining exactly what every block of code does.
This fix makes the rocket turret so much more clear on what it’s doing and when
Portal Epic Edition is in shambles
it's not too late to make a hotfix with a rocket_locked_beep1.wav replacement, is it?
@@wolfcl0ck unfortunately , it's too late .
Old sound are the thing that is burned in to brains of anyone who played PEE .
god help you digest whatever drug you had to take to be able to handle understanding any of valve's code
@@mahuba2553 Adderall, 20 mg. Also, Portal 1 is one of the ONLY instances of readable code, and it's because it was written entirely by new hires who actually explain their code.
I personally prefer the version we got. It's just more clear and concise, not giving a chance to confuse player on whether they can make a Rocket Turret "un-lock" from firing in a certain direction, and I think it also gives them more of a notice and chance to get out the way due to the "locked-on" sound being both so distinct (especially compared to the "locking-on" sound), and that the sound finishes slightly before the Rocket Turret actually shoots.
Also, I've becomes kind of numb to the sounds of Rocket Turret beeps due to many repeated playthroughs of Portal: Epic Edition, but it would be infinitely more annoying to listen to with the originally intended sound.
@Gulliblepikmin funny you should mention epic edition... don't read the other comments on this video. 🤫
@@wolfcl0ck Oh trust me, I've already seen it. Luckily I have the power of asset replacing on my side.
two beeps is a bit much for the rocket turret, though one beep before the lock on sound could've been a good addition.
if portal 2's hover turret were complete, announcing itself with two beeps to distinguish itself from the single beep of a standard rocket turret is what I'd recommend (if not a different sound effect entirely).
tbh, it's more realistic and immersive when the rocket turrent's sound seems to repeat or gets louder when there's a portal.. in fact imo all sounds in the game, particularly loud sounds should act like this when there's an active entry and exit portal as this is what you'd expect from a real portal gun.
If the portal gun was real, you'd assume soundwaves would travel through the portal too.. so if there was a beep, you'd potentially hear two beeps or a much louder beep, because not only do you hear just the beep from the object as it's soundwaves travel through the air to your ears, but the sound of it's reflection off the walls combining to make your brain hear a single beep, but when you add a portal, now there's a potentially slightly delayed beep (like an echo) that traveled through the portal and emitted from the other end of the portal and you're hearing those soundwaves in the air and it's subsequent reflections off walls too and either it results in two distinct beeps, or combine to make a louder beep, or longer beep as the now 4 or more sound waves interact with each other as they travel through the portal and get delayed slightly with each iteration of the sound that passes or it's subsequent reflections repasses and passes again through the portals..
In simple English, it's like hearing an echo of a sound but rather than the echo being the sound reflecting off a distant wall in a tunnel and traveling back to your ears delayed due to the speed of sound, thanks to the portal, you are hearing the echo pretty much instantaneously as you removed that long distance which the traveling sound can emit from a surface far away: from the portal which acts like an echo.. so that echo combines with the source sound to potentially make it louder or double or triple and so on with each reflection that goes through the portal.
I think one beep and the entire sound locked would've been better than directly going for it works better? Slightly longer time to prepare, but it also helps players.
I disagree so I reported your comment as terrorism 😝
portal 1 jank my beloved
Completely unrelated, I did not know you were suposed to progress by breaking the glass and colecting a cube to climb the vent bruh, I always backtracked and brought a chair with me 😭
One of the worst designed sections of any Valve game. If the chair wasn't there, many would get stuck as the intended solution isn't obvious at all. I used the chair too.
Same! I always brought three chairs with me and built a crude tower.
Quite a lot of people did that actually.
Maybe two beeps with less delay between them.
Instead of “Beep Beep” it’d be more like “BeepBeep”
i always love wolfcocks's portal videos 🙏
𝘸𝘰𝘭𝘧𝘸𝘩𝘢𝘵?
I like the changes you made! I always just assumed it was one singular sound playing, so from a player's perspective it just makes the most sense to me that its the "warning" sound. I actually may overall prefer Portal 2's singular beep, even if it is unintentional
Saw this video in my recommended as my first discovery of you, and your profile name caused a bit of a double take! Cool video, I never even knew what that unique sound was nor why it only came through the portals
Ya im gonna say we're better off with the version we got. Not only does it give it a kind of weird foreign mechanical sound to the rocket turret, it also is way more threatning and alerting to the player on the danger it provides if you do not get out of the way. Add to that that the length of the bug sound gives a perfect length leadup right before the rocket fires giving you a precice timing when your last moment to get out of the way before the rocket fires is, and that the even louder volume bug with nearby portals is helps convey a more serious and dangerious warning of "get out of the way now, you are about to seriously fuck up" to the player. The intended sound really does not convey that same level of danger, urgancy or context information that the current one does in comparison, not to mention when fixed it seems like it bugs out its behavior with it stoping on the edge of the players hollision hull instead of drifting to the center of player then locking on which makes it feel even more broken than just having the current sfx.
Honestly I like the extra sounds.
Also I noticed it hard locked the moment it made any sound, I feel like it should've only done that when the "Locked" is played, but thats just a pet peeve.
Very interesting nonetheless. :)
I prefer the original code, especially since the rocket just has ONE sound cue to play and it makes it more easier to remember the one sound
I guess what i mean is that i prefer the original because i wouldn't have it any other way
3:50 *HOLY FUCK* Me and my friends played through Portal 1 over 15 times in total and we never knew we could get a cube here, so we dragged a chair to climb...
I was looking for this comment.
it was so obviously bugged but it only really mattered for a couple rooms, I assumed it was my computer drivers or something.
Honestly I prefer the original version, minus the bug where it's extremely loud when near a portal ofc. The two extra beeps really just add extra noise that isn't necessarily helpful to the player, where as a single beep with a delay gives you all the information you need plus a little bit of time to react. And it just sounds way nicer imo.
The extra beeps might've made more sense if they were used as a warning, maybe played when you enter the turrets' line of sight but haven't touched the laser yet. Sort of an equivalent to the voicelines and mechanical noises that the normal turrets make before they start firing. But with how rocket turrets are actually used in gameplay compared to normal turrets, I don't think a warning like that would really be necessary anyway.
Also, fixing the turret so that it actually stops moving when locked was a nice touch, although the way it seems to completely freeze the instant the laser touches the player's hitbox is a little janky-looking. I imagine that's something that could be polished up, though.
The sun is leaking.
Rocket Turret my beloved
we need more portal 2 betafied episodes
Can you make please a video to HL2 / HL2Ep1 / HL2Ep2 are crashing, when a poisonzombie is catched by a Barnacle. I've tested all (hl2/ep1/ep2) of them after the Anniversary update.
I always thought those sounds were always there
This guy reminds me of marblr. That is 100% a compliment by the way.
i absolutely love that guys writing.
I also dont mean to say that its like your copying his writing its just the structure and feel is very simalar
I never knew this, very interesting.
But honestly I prefer the bugged version
someone needs to update Portal Epic Edition
and portal 2 fixed this by making sounds through portals not play. at least the captions don't say anything
(tested portal 1 fizzling a turret on portal 2)
I believe that is correct, yes. By the time Portal 2 rolled around, they had already gotten rid of that function. It's a shame, Portal 1 was also going to have a "light through portals" system where the game would calculate which side was brighter and would then sample the lighting and transmit it with a flashlight through the other side, but the team disabled it due to problems on the Xbox 360, leaving it in the code for modders, but then Valve never released an official Portal SDK.
You can see how it worked in action here, by the way: ruclips.net/video/6FPJKuJ6oK0/видео.html
WolfC0ck
awesome video!
the rocket turret is in portal 2 ?!
oh hello wolfcl0ck
I never knew this was broken :0
What is the texture packs that you're using?
@phoenixking339 i am so glad you ask. This is my Quality of Life mod: gamebanana.com/mods/36419
I played portal epic edition, I WOULD PREFURE THE FIXED SOUND i thunk
Be a lot more beeps
why are the constants defines instead of consts?
I suppose it may just be personal preference from the developers for how things are written in source.
@@wolfcl0ck ye, just found it interesting. I do like the way they use macros for classes though even if the method is better with templates in 2024
Not my rocket turret
Could you release the fix as a source mod?
No way the guy from gamebanana actually make's video's?
how are u editing the code?
This is probably one of the worst, most forgettable characters in any VALVe game
bruh
is his voice AI generated?
No, but OBS with the "RNNoise" Noise Suppression filter certainly gives a bit of a weird result and I used a Premiere Pro setting called "podcast voice," so there's quite a bit of audio cleanup happening. I've been trying a new setup since my previous system sounded a bit weird (you can hear how it sounded at the time in this ruclips.net/video/jqcpK4fphzk/видео.html )
woah
Cool
Chop chop movie boy we were waiting for more l4d environmental story telling
Best look around, you're in the fun box now, baby.
owo
Remove the L from your name.
@@theredstormer8078 "wofcl0ck" doesn't make any sense idiot
@wolfcl0ck oh shit you right mb