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Monday, January 6, 2025 2:22:36 PM

Portal: Revolution turns 1! - Anniversary Update + In-game Developer Commentary

It’s been an entire year since Portal: Revolution’s release, can you imagine?

Developer commentary

Added full developer commentary from most members of the team, featuring over 200 nodes.







Engine

Volumetric lighting
Updated volumetric lighting effects to require less samples, which improves performance while also looking better. We could measure speedup of up to ~46%. The new implementation also allows you to select different quality options and their look has been improved to work from more view angles



Other

sv_max_allowed_developer is now set to 2 by default so developer cvar can now be changed during gameplay
Fixed mat_fullbright now properly working with static props and overlays
Various crash fixes (Thanks Strata!)


Map changes

We updated a lot of maps. Besides the usual bug fixes detailed below, here are some of the highlights
This corner of sp_a3_vactube_flings has been opened up. Players would often not find the cube dropper since it was hidden away, so we hope this change fixes that.



We extended the puzzle in sp_a3_vactube_cuberemove a bit



The button platform in control room 3 has been extended



More lights were added to this puzzle to improve visibility



A cable was added here to visually connect the door to the disk reader



This cut sign has finally added




Low quality graphics settings

We improved support for low graphics settings. Some materials, like water, appeared broken which are now fixed. Some materials would also fail to respect lower graphics settings and render at full quality. Some commonly used models will now render at lower fidelity when low graphics settings are enabled.

Model fixes


Fixed visual artifacts on reflector cube
Fixed desk lamp body glowing in the dark


UI


Added quality options for volumetric lighting
Added test chamber number to map selection dropdown
Added option to set the main-menu background map to any chapter
Audio device list can now show more than 8 devices
Changed “Mute Audio When Minimized” to be a slider “Reduce Volume When Minimized”
Fixed odd-even row coloring in video tab
Fixed plush DLC button taking focus when you already have the DLC installed
Removed option to disable HDR Tonemapping


All map changes

sp_a1_begin

Updated lighting

sp_a1_fizzler_intro

Fixed some visible nodraw
Updated lighting
Fixed misaligned textures

sp_a1_bts_wind

Fixed softlocks
Moved the copy machine towards the desk
End transition now starts after hitting the floor to make it seem less like you died
Updated cubemaps
Fixed breakable cubes transforming into plush cubes when putting them into the laser

sp_a1_bts_wind_2

Added cable to connect disk reader with the door
Updated lighting in test chamber

sp_a1_end

Added new overlay to the wall at the beginning
Updated aperture overlay in elevator room to higher resolution version

sp_a2_outside

Fixed some z-fighting in the beginning
Fixed the water on low settings
Updated water material in the bottom of the cavern to be less expensive

sp_a2_full_portalgun

Fix water on low graphics settings
Made pit deeper
Added collision to pressure spheres
Updated lighting

sp_a2_end_2

Fixed softlocks and bugs

sp_a3_lake

Fixed several self-trapping spots
Grates now make grate footstep sounds more consistently
Updated slope angle on shore

sp_a3_vactube_cuberemove

Extended the puzzle
Player now spawns facing towards the vactube ride
Fixed vactube not casting shadows

sp_a3_climb

Updated geometry up above

sp_a3_vactube_flings

Updated geometry around cube dropper in an attempt that players will no longer miss it
Updated cubemaps

sp_a4_finale

Fixed chairs falling over on spawn
Updated gameplay in control room 3