In the ending room, if you put the cube on top of the cake, you can block the hand from putting out the candle. The game actually can’t end until the candle goes out, so it essentially softlocks the game.
Did you know? The ending with Chell being dragged back into the facility wasn't in the original release of the game! It was added as part of the ARG in the leadup to Portal 2's launch!
Yes...and no. It wasn't in the original release, but it actually is the original ending. Chell was supposed to get dragged back in from the start, but playtesters felt it left a sour taste in their mouths with that ending, so the devs changed it to a basic fade to black. However, with Portal 2 coming out, they updated the game, reinstating the original ending.
I've recently started playing Portal: Still Alive on Xbox One, and I was surprised to see that it had the release version of the ending. I expected it to have the updated version, but instead, it just fades to black.
@@Chris_Cross I think Still Alive is just a standalone release away from the Orange Box and not any kind of updated version (other than standard patches up to the point of it's release)
Speaking of 'how to make a working tv in minecraft no mods" videos, I remember watching one of them when i was really young. I thought it was real but it turns out, i got Rickrolled.
fun fact: the "claw" that drags you back into aperture is apparently a core with hands called the "party escort bot" and its appearance was revealed on a portal board game of all things edit: it also appeared in a portal comic that i think came before the board game but its full body wasnt shown until the board game
IIRC the board game doesn't show its body either--it's mostly just a core with hands tacked onto it, though I would assume it has feet too, given the sounds it makes.
Yeah, back in the day I thought they were insulting me for not knowing how to park, but as I understood English more I found out that that robot says "Thank you for assuming the party position" or something like that. It's really fun to think that if Chell had landed in a twisted position she wouldn't have been escorted and would be free.
It's a call back to earlier in the game. When you first escape the test, GlaDOS tells you to lie down on your stomach with your hands on your head (like the police do to dangerous suspects prior to arresting them) and calls it the "party escort submission position", claiming that you will be taken to a party in your honor. At the end the bot thanks you for assuming the party escort submission position.
@@softy8088 I'm fairly certain that's not the application of "party" in this case. A party escort is usually one that escorts a party of people, as in a group. I don't think it's about escorting a person to a party.
"You can interact with the Companion Cube, but not the cake" all these years later and the cake is still a lie. Also, "The Unrefreshed Void" is a sick name for a band
The human brain really struggles with processing colours which sporadically change and flash like that because it's something that really doesn't occur very often in nature.
It's partially because you know that it shouldn't be that way. Your mind thinks of reality and what really should be past those surfaces, and of the other occasions where you've seen that it's an infinite black or white abyss. It's too unnatural to properly register sometimes, and the vibrant and rapidly-changing colors make it even worse.
@@imgladnotu9527 well they didn't really forget, they just didn't bother cuz why would they, i wouldn't bet on it but i think all the hl2 npcs are also still in the game and them not removing it actually makes sense in the way that this was just a quickly put together game with very little development time, it was created to compensate for the wait of HL2Episode2, it wasn't even originally a valve game, it was first developed as a completely different game with only the concept of portals being the same as it is today but then valve hired the devs and took a interest in the project and decided to make it a semi-new ip that still shares a universe with their main ip
11:24 "for some reason this is a completely encapsulated room"- The source engine bakes all it's lighting into lightmaps, additional texture layers applied to surfaces that give them their final colour, including shadows. The reason I point this out is because source, even by today's standards, is extremely good at global illumination, where the lighting picks up colour from a surface, then bounces to nearby surfaces, projecting that colour, leading to very natural and detailed light that is largely avoided in realtime applications. It is pre-baked, and some engines do have some level of dynamic GI these days, but for simple, mostly static scenes, the source engine still holds up surprisingly well for this reason, and it is extremely efficient as it is all pre-calculated by the editor tools, freeing up the GPU for other tasks. So, a large part of why that room is enclosed is because the light needs something to bounce off of, even behind the camera, to give the best possible lighting. The technical requirements are simply that the space is enclosed, which could easily be done with the nodraw brushes you showed, however, nodraw does not interact with light sources, so artistically, it is best to have a wall there to help contain the light bounces and get the desired believable look.
It may also be worth noting the effects of, say, env_cubemap. (I don't actually know if there's a cubemap on that map, it's just worth mentioning because if there is, that'd be a very good reason to ensure the map looks at least roughly complete.)
I know it's not exactly the sort of stuff that most people are probably here for, but if you have any appreciation for the Donkey Kong Country series, it's a really is an interesting watch. It's a bit longer run than Shesez's usual content, but again, if you like the series- or just enjoy digging into video game history in general, it's a pretty good listen in my book.
This was a triumph! I'm making a note here: Huge success! It's hard to overstate My satisfaction. Aperture Science: We do what we must Because we can For the good of all of us Except the ones who are dead But there's no sense crying over every mistake You just keep on trying till you run out of cake And the Science gets done And you make a neat gun For the people who are still alive I'm not even angry I'm being so sincere right now Even though you broke my heart And killed me And tore me to pieces And threw every piece into a fire As they burned it hurt because I was so happy for you! Now these points of data make a beautiful line. And we're out of beta We're releasing on time So I'm GLaD. I got burned Think of all the things we learned For the people who are still alive Go ahead and leave me I think I prefer to stay inside Maybe you'll find someone else to help you Maybe Black Mesa THAT WAS A JOKE HAHA. FAT CHANCE Anyway, this cake is great It's so delicious and moist Look at me still talking When there's Science to do When I look out there, it makes me GLaD I'm not you I've experiments to run There is research to be done On the people who are still alive Believe me I am still alive I'm doing Science and I'm still alive I feel FANTASTIC and I'm still alive While you're dying I'll be still alive And when you're dead I will be still alive STILL ALIVE
I remember being severely disappointed back when Portal came out and I noclip'd to the outside area at the end. I knew there wouldn't be much but I was hoping that maybe there'd be something. Portal 2 had more detailed environments and was a lot more fun to poke around in.
(1:30) I appreciate that you did show which location the key is, instead of calling it a "tilde key". Properly made software, like Portal, uses the position of the key as a reference to open the console. This means that regardless of which layout you use, you press that key in the upper left corner (that isn't Esc). For example, on a German keyboard, that key says ^°, and on a Spanish keyboard, that key says |°, so calling it the "tilde key" is misleading and "US centric".
I'll be honest, I never played Portal 1 and 2, but I'm still interested to secrets in any games Shezes uploads a video about. Thanks Shezes, keep up the good work.
You really should play these games if you get the chance! During steam sales you can usually get both games for under $2. Portal 1 you could beat in an afternoon.
It's just a nice and easy game, even if you don't care about the story (wich i honestly don't beyond Half Life ties) the experience of making a portal that seamlessly takes you to anywhere else as it was a doorway is amazing, and that's without mentioning the puzzles
I remember noclipping around official (and some unofficial) Source maps, including Portal. I thought I knew most of how it worked, but watched anyway. I never even knew about the nodraw rooms, or that the box of beans and radio in the ending area actually had functions to them. So I still learned something new.
That weird void issue is really due to the fact that the way we do graphics now is something called "double-buffering", so there are basically two copies of the screen, one being displayed and one in memory. All the drawing is done to the off-screen image, then when the drawing is finished, it is "swapped" with the screen image. This can just be a pointer swap so very fast and, if vsync is enabled, it is timed to only happen at the exact instant the previous frame is finished being drawn by the monitor hardware. This prevents "tearing" because as the hardware sweeps across the screen drawing the image, it is always drawing from the same source image, rather than that image being swapped out part-way through the screen being drawn. So the new off-screen render target contains the data from the previous on-screen image. It is a waste of time and effort to erase the previous image since it will get over-written by the new one on every visible pixel anyway. So you're seeing remnants of the frame-before-the-frame-before the current one. Seems in noclip mode, Source explicitly zeros out the buffer before it starts drawing the new off-screen frame. I've only ever worked with Direct3D 9 so I can't comment on modern methods but there was an API call for this and it is probably pretty quick but it is still an unneeded performance hit when playing normally.
You're not dragged away by a claw--it's the Party Escort Bot that GLaDOS mentions earlier! You can even hear him say "thank you for assuming the party escort submission position" before he drags you off. He has no model in any of the games, but canon sources depict him as a core with arms (and probably legs). Otherwise, enjoyed this ep a lot!! As someone who combs these games for any little interesting canon details she can find, the HEV thing legit made me go "whAT???!" That alone was worth the whole episode. Awesome!!! Thank you so much for covering this game!
(For those unaware, Black Mesa and Aperture stole from each other constantly. If you read the Lab Rat comic, in one page you can see the gravity gun when Henry and Doug are working on the Morality Core. No joke! So seeing the clipboard detailing the HEV suit shows just a bit more of that, which is kindof amazing.)
11:50 Just to be clear, that clipboard is a reused asset from Half-Life 2 (right at the start of the game when Kleiner is talking about the HEV suit he holds that clipboard and drops it, letting you pick it up). The projector is reused from Counter-Strike Source, specifically cs_office
I never thought it was supposed to be Chell being dragged though those tunnels, especially because until portal 2 was about to be announced, she didn’t get dragged back into the facility, I always thought it was more of a “meanwhile deep in aperture” sort of thing.
7:25 The radio isn't the only thing that is assigned as a npc. Outside of the map inside a nodraw, you can find an Aperture Science Weighted Storage Cube. This cube is actually Glados. To make subtitles, the game must have a npc speaking for subtitles. So the cube speaks into a microphone entity (hidden in game) and that microphone outputs to the area the player is in. In the final boss, the Glados the player fights is actually an animated prop.
I doubt anyone will ever read this, but: In the original release of Portal, you weren't dragged back in. That was added as part of the Portal 2 pre-announcement ARG.
14:20 Actually, when you enter in noclip, the map is always loaded entirely. The map is only splitted when you are in-bounds, since visleafs are created inside to calculate the visibility (This are created in the compile process of the map). If you wish to see this working, type *"mat_wireframe 1"* and you'll see that is not everything loaded at once.
Funa fact: the GLaDOS debris on the parking lot has two heads. Also, if you place the Companion Cube on the cake and then complete the final boss fight as normal, the claw won't be able to put out the candle and you've effectively soft-blocked the game on the last moment before the credits.
Fun fact for anyone wondering, at the end, in the parking lot if you poke around you will notice that there are actually 2 gladoss heads. They reused the same body asset and just rotated it around instead of making a separate asset for the wreckage.
The best part of this video is Shesez emerging in the corner from behind a keyed out green screen It creates the idea the he narates the entire episode from behind a green screen live while the gameplay is being shown
The awesome thing about Portal is that we can use fairly simple glitches to reach most of these areas! Portal Bumping can be used to shoot portals across thin walls, and variations on the Edge / Save Glitch can be used to shoot portals through walls! For example, it is very simple to get to the Cake Room, and then back again! The outside area is also accessible, all without using noclip! If you can get into the vent that you fly through in the final cutscene, you can walk through the whole thing without glitches, but only because of a lone chair that you can use to climb a pretty big ledge.
The props that aren't seen from outside the map are physics and dynamic props, basically everything that can do something like move, play an animation or being picked up aren't rendered looking from the void
8:03 "the wonderful thing about triggers..." is triggers are wonderful things! Their tops are made out of rubber, their bottoms are made out of springs!
Fun fact: The reason you are dragged in, is because you weren't holding the Portal Gun, and you were lying down on your stomach with your hands at your side. A party escort bot came to get you. That's why glados talked about this earlier.
Fun fact: if you go to the room with the cake in it, you can place the cube on top of the cake. If you do that and the go through the ending of the game to activate the cutscene, the cube will still be there and the claw will get stuck on it temporarily
I believe the projector is the same as the one used in counter strike source in various maps, notably cs_office. The HEV MK V clipboard is the one Kleiner picks up in half life 2 right after you put on the suit.. I'm glad you finally expressed the "color void" as it truly is: a texture with no draw applied that shows what the previously rendered frame displayed, which is why the color rapidly changes into white/blue. Portal uses a lot of bloom, so whenever the white bloom is rendered over what is drawn on a frame, the nodraw layers that bloom into each sequential Frame, eventually making every visible nodraw pixel white.
A fun little tidbit about the ending, yes the cake is non-physical and cannot be interacted with, but funnily enough the claw that comes down and puts the candle out sort of can. Pick up the companion cube and put it on the table over the cake, then noclip back to the boss room and finish the game. During the ending, the claw will come down, bang into it, and never put the candle out. If I recall from when I did this back in the day, the game will never trigger the credits and you'll be sat there looking at the ending scene until you quit.
Not to be too picky, but you aren't dragged through those tunnels at the end of Portal 1. The dragging back into the facility animation after you defeat GladOS, was added at a later update, when they planned on making Portal 2. But initially, you weren't dragged out, and you presumably escaped or died on the concrete. But after that, you still got that tunnel animation anyway; so it existed before they decided to pull you back into the facility, so they are unrelated.
The "unrefreshed void" is technically called the "hall of mirrors effect", and it can happen if you leave a nodraw material on any surface. Nodraw plugs leaks, so it can happen you'll run into it in the wild. It's one reason to map with dev textures. Also, the fact the source engine renders the entire binary space partition geometry makes it pretty poor for wide open spaces, all entities need to be culled with skips and areaportals (nodraw also creates partitions, but is solid). Areaportals are pretty cool in that you can make a blinding light at the end of a tunnel effect.
Yes the cake was found.
You can also see Rat Man in the bottom right hand corner at 14:28
Nice
Awesome
Please do deltarune
That was a cool use of a greenscreen
Please do grabbed by the ghoulies
In the ending room, if you put the cube on top of the cake, you can block the hand from putting out the candle. The game actually can’t end until the candle goes out, so it essentially softlocks the game.
Really.. I'll try that.
@@vinson3725 and he never came back
@@vinson3725 Rip
@@xxcakeheadgamingxx4776 I'm back bitch
@@vinson3725 How did you do it?
Did you know? The ending with Chell being dragged back into the facility wasn't in the original release of the game! It was added as part of the ARG in the leadup to Portal 2's launch!
Yes...and no. It wasn't in the original release, but it actually is the original ending. Chell was supposed to get dragged back in from the start, but playtesters felt it left a sour taste in their mouths with that ending, so the devs changed it to a basic fade to black. However, with Portal 2 coming out, they updated the game, reinstating the original ending.
I've recently started playing Portal: Still Alive on Xbox One, and I was surprised to see that it had the release version of the ending. I expected it to have the updated version, but instead, it just fades to black.
@@Chris_Cross I think Still Alive is just a standalone release away from the Orange Box and not any kind of updated version (other than standard patches up to the point of it's release)
That explains why I didn't remember the ending the way Shesez explained it. I played Still Alive on Xbox 360 and it fades to black after the escape.
@@edfreak9001 Oh okay. That makes sense. I just assumed it would have been updated too.
Exploring portal 1 reminds me of all those “how to get the cake no cheats” and “ how to make a working TV in Minecraft no mods” videos
There is a legit way to get to that ending cake room without cheats though, I think? Using glitches and stuff to get out of the map.
TXF yeah that’s what I was talking about
Speaking of 'how to make a working tv in minecraft no mods" videos,
I remember watching one of them when i was really young. I thought it was real but it turns out, i got Rickrolled.
Trex 8210 I used to get the troll song alot
@@MidnightWanderer00 I watched a video called "how to login to notch" and got jumpscared
fun fact: the "claw" that drags you back into aperture is apparently a core with hands called the "party escort bot" and its appearance was revealed on a portal board game of all things
edit: it also appeared in a portal comic that i think came before the board game but its full body wasnt shown until the board game
IIRC the board game doesn't show its body either--it's mostly just a core with hands tacked onto it, though I would assume it has feet too, given the sounds it makes.
Yeah, back in the day I thought they were insulting me for not knowing how to park, but as I understood English more I found out that that robot says "Thank you for assuming the party position" or something like that. It's really fun to think that if Chell had landed in a twisted position she wouldn't have been escorted and would be free.
It's a call back to earlier in the game. When you first escape the test, GlaDOS tells you to lie down on your stomach with your hands on your head (like the police do to dangerous suspects prior to arresting them) and calls it the "party escort submission position", claiming that you will be taken to a party in your honor.
At the end the bot thanks you for assuming the party escort submission position.
@@ms.dr3amer if I remember correctly she was dying by the end of the game,so....she would be dead?
@@softy8088 I'm fairly certain that's not the application of "party" in this case. A party escort is usually one that escorts a party of people, as in a group. I don't think it's about escorting a person to a party.
"There isn't too much to see here"
Ahh but that's what an Aperture Labs employee would say!
True
True
True
True
Ignacio72 you broke the chain
"You can interact with the Companion Cube, but not the cake" all these years later and the cake is still a lie.
Also, "The Unrefreshed Void" is a sick name for a band
Lol, I was going to make a joke that The Unrefreshed Void was my band’s name in High School but you beat me to it.
@@Lunar_Blacksmith Are they On Spotify?
WhiteRunGuard 🌝
@@Lunar_Blacksmith is that yes?
Yeah, here’s the link! open.spotify.com/track/7GhIk7Il098yCjg4BQjzvb?si=3xKi9BAURmWP7lDYYRgjJg
I was completely ready for you to break out in song when you said "the wonderful thing about triggers"
A Broadway musical about guns.
"...it's that triggers are wonderful things!" - it happened to me, too
gah, I thought I was the only one to notice, pleasantly surprised to see other people's minds went there too!
What would he rhyme it with tho
Is tigers a wounderful thing their bouncy bouncy bouncy bouncy fun fun fun fun fun their tops made of the rubber the bottoms is made of the springs
The “non refreshed” void genuinely makes me sick whenever I see it. It sometimes makes me physically retract, and I can’t explain why.
Orinbrim it makes me want to shit
The human brain really struggles with processing colours which sporadically change and flash like that because it's something that really doesn't occur very often in nature.
It's partially because you know that it shouldn't be that way. Your mind thinks of reality and what really should be past those surfaces, and of the other occasions where you've seen that it's an infinite black or white abyss. It's too unnatural to properly register sometimes, and the vibrant and rapidly-changing colors make it even worse.
Un-refreshed Void is prolly what the after-life looks like...
6:41 the RADIO is a SPY!
The cake is a lie,
And the radio is a spy.
"Portal 1 was a little short"
*is longer than Portal 2 video*
Me while watching this video:
6:41 He shoots a radio and it bleeds, wtf?
Wait he has a gun?!
its because, before the portal 2 teaser ARG, valve forgot to remove the HL2 Weapons From portal 1
@@imgladnotu9527 well they didn't really forget, they just didn't bother cuz why would they, i wouldn't bet on it but i think all the hl2 npcs are also still in the game
and them not removing it actually makes sense in the way that this was just a quickly put together game with very little development time, it was created to compensate for the wait of HL2Episode2, it wasn't even originally a valve game, it was first developed as a completely different game with only the concept of portals being the same as it is today but then valve hired the devs and took a interest in the project and decided to make it a semi-new ip that still shares a universe with their main ip
Said Curiosity Core.
I think it's just a fun cheat, I'm guessing the reason it doesn't work in Portal 2 is because Portal 2 was E 10+
@@Atticus6Gaming The game Portal 2 or the cheat code?
11:24 "for some reason this is a completely encapsulated room"- The source engine bakes all it's lighting into lightmaps, additional texture layers applied to surfaces that give them their final colour, including shadows. The reason I point this out is because source, even by today's standards, is extremely good at global illumination, where the lighting picks up colour from a surface, then bounces to nearby surfaces, projecting that colour, leading to very natural and detailed light that is largely avoided in realtime applications. It is pre-baked, and some engines do have some level of dynamic GI these days, but for simple, mostly static scenes, the source engine still holds up surprisingly well for this reason, and it is extremely efficient as it is all pre-calculated by the editor tools, freeing up the GPU for other tasks. So, a large part of why that room is enclosed is because the light needs something to bounce off of, even behind the camera, to give the best possible lighting. The technical requirements are simply that the space is enclosed, which could easily be done with the nodraw brushes you showed, however, nodraw does not interact with light sources, so artistically, it is best to have a wall there to help contain the light bounces and get the desired believable look.
It may also be worth noting the effects of, say, env_cubemap. (I don't actually know if there's a cubemap on that map, it's just worth mentioning because if there is, that'd be a very good reason to ensure the map looks at least roughly complete.)
I know it's not exactly the sort of stuff that most people are probably here for, but if you have any appreciation for the Donkey Kong Country series, it's a really is an interesting watch. It's a bit longer run than Shesez's usual content, but again, if you like the series- or just enjoy digging into video game history in general, it's a pretty good listen in my book.
I'll second that (a bit late but whatever). I never noticed the Battle toad eyes.
Radio:
Shesez: Do you bleed? Because you will bleed
nice furi pfp :)
I hate that I read this in the super cheery, casual tone in which he usually narrates these videos.
@@TackyRackyComixNEO hah me too!
TackyRackyComixNEO I read this in a Glados voice lmao.
6:16 i live like 15 mins from the Kancamgus Highway in New Hampshire and can confirm it looks just like that XD
This was a triumph!
I'm making a note here:
Huge success!
It's hard to overstate
My satisfaction.
Aperture Science:
We do what we must
Because we can
For the good of all of us
Except the ones who are dead
But there's no sense crying over every mistake
You just keep on trying till you run out of cake
And the Science gets done
And you make a neat gun
For the people who are still alive
I'm not even angry
I'm being so sincere right now
Even though you broke my heart
And killed me
And tore me to pieces
And threw every piece into a fire
As they burned it hurt because I was so happy for you!
Now these points of data make a beautiful line.
And we're out of beta
We're releasing on time
So I'm GLaD. I got burned
Think of all the things we learned
For the people who are still alive
Go ahead and leave me
I think I prefer to stay inside
Maybe you'll find someone else to help you
Maybe Black Mesa
THAT WAS A JOKE
HAHA. FAT CHANCE
Anyway, this cake is great
It's so delicious and moist
Look at me still talking
When there's Science to do
When I look out there, it makes me GLaD I'm not you
I've experiments to run
There is research to be done
On the people who are still alive
Believe me I am still alive
I'm doing Science and I'm still alive
I feel FANTASTIC and I'm still alive
While you're dying I'll be still alive
And when you're dead I will be still alive
STILL ALIVE
14:14
"it's a lie."
I love those hidden messages :D
Also the outdoor radio is an entity called: "monster_generic" so it it not hoostile, or friendly.
6:15 It is probably somewhere close to Bellevue, Washington like Lake Sammamish State Park - which is right next to Valve's Washington HQ.
I remember being severely disappointed back when Portal came out and I noclip'd to the outside area at the end. I knew there wouldn't be much but I was hoping that maybe there'd be something. Portal 2 had more detailed environments and was a lot more fun to poke around in.
Well... remember the release date difference between both Portal games. I still think it's phenomenal what ValvE did.
What
Why did you say they should give experts of the source engine an honorary doctorite
..what
"I was so disappointed when i didnt earn nothing for my cheating"
Me: Ah yes the unrefreshed void...
Cuthulu: WELL THEN REFRESH IT!
(1:30) I appreciate that you did show which location the key is, instead of calling it a "tilde key". Properly made software, like Portal, uses the position of the key as a reference to open the console. This means that regardless of which layout you use, you press that key in the upper left corner (that isn't Esc). For example, on a German keyboard, that key says ^°, and on a Spanish keyboard, that key says |°, so calling it the "tilde key" is misleading and "US centric".
Boundary Break: Seeing what we musn't, because we can.
I appreciate the black and white to avoid eyestrain. Thank you.
I'll be honest, I never played Portal 1 and 2, but I'm still interested to secrets in any games Shezes uploads a video about. Thanks Shezes, keep up the good work.
You really should play these games if you get the chance! During steam sales you can usually get both games for under $2. Portal 1 you could beat in an afternoon.
It's just a nice and easy game, even if you don't care about the story (wich i honestly don't beyond Half Life ties) the experience of making a portal that seamlessly takes you to anywhere else as it was a doorway is amazing, and that's without mentioning the puzzles
I remember noclipping around official (and some unofficial) Source maps, including Portal. I thought I knew most of how it worked, but watched anyway. I never even knew about the nodraw rooms, or that the box of beans and radio in the ending area actually had functions to them. So I still learned something new.
8:03
The wonderful thing about triggers
Is triggers are wonderful things!
Their tops are made out of textures,
Their bottoms make sound effects sing!
9:08
You will never reach the truth.
That weird void issue is really due to the fact that the way we do graphics now is something called "double-buffering", so there are basically two copies of the screen, one being displayed and one in memory. All the drawing is done to the off-screen image, then when the drawing is finished, it is "swapped" with the screen image.
This can just be a pointer swap so very fast and, if vsync is enabled, it is timed to only happen at the exact instant the previous frame is finished being drawn by the monitor hardware. This prevents "tearing" because as the hardware sweeps across the screen drawing the image, it is always drawing from the same source image, rather than that image being swapped out part-way through the screen being drawn.
So the new off-screen render target contains the data from the previous on-screen image. It is a waste of time and effort to erase the previous image since it will get over-written by the new one on every visible pixel anyway. So you're seeing remnants of the frame-before-the-frame-before the current one.
Seems in noclip mode, Source explicitly zeros out the buffer before it starts drawing the new off-screen frame. I've only ever worked with Direct3D 9 so I can't comment on modern methods but there was an API call for this and it is probably pretty quick but it is still an unneeded performance hit when playing normally.
I absolutely love the technical side of things. I feel it takes away from the magic when you really dumb things down. Love this format!
"Why does it bleed?"
A question I wish I didn't have to ask as often as I do...
"The wonderful thing about Triggers..."
Beautiful, man!
10:58 - 2 packages of chocolate cake mix, coconut pecan frosting. 3/4ths cup butter, softened, 1 teaspoon of vanilla, 2 cups all purpose flour, 1 teaspoon of baking soda...
At 14:14 words flash on screen
It says "It's a lie"
You're welcome
Dude you should totally get a lime green turtleneck so you can just have your floating talking head pop up in the corner from time to time.
Don’t think I didn’t catch that “wonderful thing about triggers” bit
You're not dragged away by a claw--it's the Party Escort Bot that GLaDOS mentions earlier! You can even hear him say "thank you for assuming the party escort submission position" before he drags you off. He has no model in any of the games, but canon sources depict him as a core with arms (and probably legs). Otherwise, enjoyed this ep a lot!! As someone who combs these games for any little interesting canon details she can find, the HEV thing legit made me go "whAT???!" That alone was worth the whole episode. Awesome!!! Thank you so much for covering this game!
(For those unaware, Black Mesa and Aperture stole from each other constantly. If you read the Lab Rat comic, in one page you can see the gravity gun when Henry and Doug are working on the Morality Core. No joke! So seeing the clipboard detailing the HEV suit shows just a bit more of that, which is kindof amazing.)
I just finished a let's play of Portal and this comes out! Always cool to learn new stuff about my favourite games!
Yay! Portal was my introduction to boundary breaking
That Kanamangus highway reference got me laughing far more than it should have. So good job there.
It’s nice when people in their vids help those who have trouble seeing things watch the video.
shesez: *casually climbs out of the darkness*
8:02 The wonderful thing about triggers is that triggers are a wonderful thing!
Trigger warning! lulz
6:17 Nice to see some new hampshire representation for the first time ever
11:50
Just to be clear, that clipboard is a reused asset from Half-Life 2 (right at the start of the game when Kleiner is talking about the HEV suit he holds that clipboard and drops it, letting you pick it up). The projector is reused from Counter-Strike Source, specifically cs_office
YESSS thank you so much for doing this, my absolute favorite game of all time!
I love how valve encourages you to goof about with source engine's Dev console. It effectively turns portal into gmod with the right commands
Maybe it's a bit weird but it must be said: Shesez is a handsome man.
He's absolutely gorgeous. Such a hottie boombalottie
❤️❤️❤️
@@jamesduncan6729 Hol up what D fuck you just say?
@@jamesduncan6729 fully agree ❤️😎
I never thought it was supposed to be Chell being dragged though those tunnels, especially because until portal 2 was about to be announced, she didn’t get dragged back into the facility, I always thought it was more of a “meanwhile deep in aperture” sort of thing.
When you’re in Minecraft and find a Cave, Johnson.
😳😳😳😳
7:25 The radio isn't the only thing that is assigned as a npc. Outside of the map inside a nodraw, you can find an Aperture Science Weighted Storage Cube. This cube is actually Glados. To make subtitles, the game must have a npc speaking for subtitles. So the cube speaks into a microphone entity (hidden in game) and that microphone outputs to the area the player is in. In the final boss, the Glados the player fights is actually an animated prop.
But does it bleed?
@@favoritemustard3542 I believe so. It should as it is the same character class as the radio (generic_actor)
This was definitely a must see
Finding the outside area using noclip was what created my love for this type of content. Another reason why Portal is my favorite franchise!
I doubt anyone will ever read this, but: In the original release of Portal, you weren't dragged back in. That was added as part of the Portal 2 pre-announcement ARG.
The interview was fantastic, for anyone wondering if they should give it a watch/listen. Do yourself a favor and check it out!
I kinda don't like seeing DKC and Rare praised. It's just not for me.
@@KairuHakubi I didn't watch it because it was DKC I watched it because it was insight on game design
14:20 Actually, when you enter in noclip, the map is always loaded entirely. The map is only splitted when you are in-bounds, since visleafs are created inside to calculate the visibility (This are created in the compile process of the map). If you wish to see this working, type *"mat_wireframe 1"* and you'll see that is not everything loaded at once.
Thank god, i can't imagine the lag it would cause on 2008 machines otherwise
I've wanted this video so long
Funa fact: the GLaDOS debris on the parking lot has two heads. Also, if you place the Companion Cube on the cake and then complete the final boss fight as normal, the claw won't be able to put out the candle and you've effectively soft-blocked the game on the last moment before the credits.
what is this "no longer valid" game in the library?
Fun fact for anyone wondering, at the end, in the parking lot if you poke around you will notice that there are actually 2 gladoss heads. They reused the same body asset and just rotated it around instead of making a separate asset for the wreckage.
literally just finished playing portal and i see this on my recommended
Im watching you Bobot
Me to, actually
i should play portal again as well, let's see if i can beat my current personal record of 26 minutes
14:31 "im the man behind the voice"
*Its been so long starts playing*
This man just killed that innocent radio,I'll never forgive you.
I find it very cute that noclip is being explained to 2019 gamers.
1:22
Shesez has OneShot! He is cultured!
Lmfao that t-pose start, you never fail to make me laugh Shesez!
I thought the wonderful thing about triggers is that triggers are a wonderful thing?
The best part of this video is Shesez emerging in the corner from behind a keyed out green screen
It creates the idea the he narates the entire episode from behind a green screen live while the gameplay is being shown
3:25 🤨📸
I don’t see it and now there’s white stuff on my screen
'just *edging* yourself' yea that aged well
"unrefreshed void" sounds like a meme ngl
The awesome thing about Portal is that we can use fairly simple glitches to reach most of these areas!
Portal Bumping can be used to shoot portals across thin walls, and variations on the Edge / Save Glitch can be used to shoot portals through walls!
For example, it is very simple to get to the Cake Room, and then back again! The outside area is also accessible, all without using noclip!
If you can get into the vent that you fly through in the final cutscene, you can walk through the whole thing without glitches, but only because of a lone chair that you can use to climb a pretty big ledge.
The props that aren't seen from outside the map are physics and dynamic props, basically everything that can do something like move, play an animation or being picked up aren't rendered looking from the void
One thing you missed: the back shelves of the personality cores at the end are actually 2D sprites.
8:03 "the wonderful thing about triggers..." is triggers are wonderful things! Their tops are made out of rubber, their bottoms are made out of springs!
Not all heros wear capes. Some people make footage black and white to avoid eyestrain
This was a *triumph* ...
"If you look deeply, you'll see the unrefreshed endless void"
Ahh, you found my soul
Yes! Finally. I've been wanting you to do Portal 1 for years!
Fun fact: The reason you are dragged in, is because you weren't holding the Portal Gun, and you were lying down on your stomach with your hands at your side. A party escort bot came to get you. That's why glados talked about this earlier.
Yes!!!!!! Dude I have been waiting so long for a commentated exploration out of bounds in portal.
I'm sure it was exciting for you as it was for us!
Also thanks for the content dude. Much appreciated.
Another great video my friend! Thankfully it's Friday and I have the time and opportunity to view! Smart guy, thank you for sharing with us!
Cool stuff as always, and yes I did watch the DK video, totally worth it! Keep up the great work!
very clever that the bleeding radio in the outside area at the end is the "sound guy". Good one, Valve.
Fun fact: if you go to the room with the cake in it, you can place the cube on top of the cake. If you do that and the go through the ending of the game to activate the cutscene, the cube will still be there and the claw will get stuck on it temporarily
I believe the projector is the same as the one used in counter strike source in various maps, notably cs_office.
The HEV MK V clipboard is the one Kleiner picks up in half life 2 right after you put on the suit..
I'm glad you finally expressed the "color void" as it truly is: a texture with no draw applied that shows what the previously rendered frame displayed, which is why the color rapidly changes into white/blue. Portal uses a lot of bloom, so whenever the white bloom is rendered over what is drawn on a frame, the nodraw layers that bloom into each sequential Frame, eventually making every visible nodraw pixel white.
A fun little tidbit about the ending, yes the cake is non-physical and cannot be interacted with, but funnily enough the claw that comes down and puts the candle out sort of can. Pick up the companion cube and put it on the table over the cake, then noclip back to the boss room and finish the game. During the ending, the claw will come down, bang into it, and never put the candle out. If I recall from when I did this back in the day, the game will never trigger the credits and you'll be sat there looking at the ending scene until you quit.
11:00 If you closely read the computer monitors it actually displays a baking recipe for a cake!
Imagine waking up in a ruined parking lot, then being dragged backwards by a cube of beans.
I'm impressed that you are familiar with the Kancamagus! Love that route! If you're traveling to North Conway, that's the best way to go!
Not to be too picky, but you aren't dragged through those tunnels at the end of Portal 1.
The dragging back into the facility animation after you defeat GladOS, was added at a later update, when they planned on making Portal 2. But initially, you weren't dragged out, and you presumably escaped or died on the concrete. But after that, you still got that tunnel animation anyway; so it existed before they decided to pull you back into the facility, so they are unrelated.
Plot twist: the beans dragged you back into aperture
the ending scene is shown in the portal comic, its a core with two arms that drags her. Also Rattmann was watching her from a distance during it
In the original Portal you do not get dragged back inside. That was added later so some of your viewers may not know what you're talking about.
this is my all time favorite series on youtube ever. it gives me immense comfort and happiness. thank you
The "unrefreshed void" is technically called the "hall of mirrors effect", and it can happen if you leave a nodraw material on any surface. Nodraw plugs leaks, so it can happen you'll run into it in the wild. It's one reason to map with dev textures.
Also, the fact the source engine renders the entire binary space partition geometry makes it pretty poor for wide open spaces, all entities need to be culled with skips and areaportals (nodraw also creates partitions, but is solid). Areaportals are pretty cool in that you can make a blinding light at the end of a tunnel effect.
"just edging yourself very slightly" is not a phrase I was expecting to hear in a portal video...
that moment when you've played every valve game so much that you've seen and know everything in the video already but watch it anyway cos why not
If I remember correctly, there are 2 GLaDOS heads in the rubble at the end cutscene. Just an interesting little fact.