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.
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.
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)
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
To disable the un-refreshed void/ hall of mirrors effect type gl_clear 1 in the console. To display info about an entity, type developer 1 and ent_text
There is a dev command to stop that "hall-of-mirrors" flickering whenever the camera leaves the boundaries and looks into the void. It's *_gl_clear 1_* and it will change the void to a solid colour. Depending on the implementation, it's _usually_ black, but might sometimes be magenta. The void typically flickers not because "it doesn't refresh", but because there is nothing to add to the Frame Buffer (the part of your graphics system that holds an image before relaying it to the screen). Because there is nothing to add to the Frame Buffer, it will just repeat the last thing it saw (which is why looking around makes your game look like you just won a game of Windows 95 Freecell). And it changes colours because post-processing stuff is applying additively, so it adds bloom on top of bloom and stacks infinitely until the thing resting in the Frame Buffer gets washed out or overexposed. The whole thing is literally a visual feedback loop, like if you pointed your webcam at the screen, but only affects things that are "transparent". *_gl_clear 1_* forces the Frame Buffer to flush. It _sometimes_ slows rendering down (because it has to clear the buffer between frames), but it means someone on UA-cam doesn't _have their photoepileptic seizures triggered_ as a result. And that's never not a good thing.
@@nyanezt9636 Thanks. I'm hoping that if Shesez does more Source-engine BB'ing, that he knows about this to improve the clarity of his presentation. This is much easier to do than filter shenanigans like desaturating the colour or trying to angle the camera to mitigate the effects.
You're pretty close, but the fog and ambient lighting don't affect the void at all. It's the post-process effects like HDR and Bloom that stack and cause the effect you see. Otherwise, great explanation!
@@pissandcornflakes9119 The best consensus seems to be "the Hall-of-Mirrors effect". I've done some looking around, and this is what I've been able to find. *The Doom Wiki:* doom.fandom.com/wiki/Hall_of_mirrors_effect *The Halo Wiki:* halo.fandom.com/wiki/Hall_of_Mirrors *The Wikipedia article on "Noclip mode"* (cached, because the redirects are broken and *forces* me to look at the documentary of the similar name): webcache.googleusercontent.com/search?q=cache:1e4KwI17lYQJ:en.wikipedia.org/wiki/Noclip_mode+&cd=30&hl=en&ct=clnk&gl=uk Everyone seems to call it "the Hall-of-Mirrors effect". Nobody seems to know why. Why break convention? If I find any more sources, I'll come back.
@@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
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.
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.)
The wonderful thing about triggers is The wonderful thing about triggers is The wonderful thing about triggers is The wonderful thing about triggers is The wonderful thing about triggers is The wonderful thing about triggers is The wonderful thing about triggers is The wonderful thing about triggers is Sometimes I forget to destroy them upon activation.
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.
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 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".
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 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.
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'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 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.
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
3:40 I made a Portal 2 map that had a dropper that could drop multiple things and I had a room outside the map that had the different things it could drop for them to be cloned in. That was several years ago so I don't remember much about it... The game has prefabs for things like elevators and droppers so I went into the dropper one and learned how it worked. I also made a maze that currently only has the nodraw texture and it's quite trippy...
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.
I love that Valve lets people make fan content of their titles, Which gave us Gmod, Fangames and mods. They even go to the point of giving us official content to help in doing these, such as the Hammer editor, SFM, and making Source easily moddable. They know that the community is what keeps their games alive.
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.
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.
In the cake room, if you put the companion cube on top of the cake, the claw is unable to extinguish the candle in the ending cutscene. This effectively softlocks the game.
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
Posted 6 seconds ago? Last time I was this early, I put the video on "Watch Later" and forgot about it for months. By the way, I'm busy right now. I guess I'll put this in Watch Later... XD
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.
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.
I remember visiting the cake room and the outside area on the xbox 360 version of the game. Took some weird bug exploiting but was very fun to explore.
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!
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
"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
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?
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
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.
Plot Twist: These aren't out of bounds at all, Aperture Science built these areas to trick test subjects into feeling special
Christopher Moon there you are
GLaDoS: you feel SOOOOO GLaD to be so special for being stupid
That would totally be something Cave Johnson would claim.
Ah yes, Aperture's "VR" initiative.
@@aIex_yz is he one of those people thats everywhere?
6:40 “it’s not as random as you might think”
*Shoots radio with 44 magnum, blood comes out*
2:33 "Something I try to avoid at all costs"
*Proceeds to incinerate my eyes*
Its like looking into someone's bald head
I LOVE THOSE TRAILS
@@slothbaby2104 now its time for everybody's favourite subject!
@@LexiLunarpaw middle age bald men?
*proceeds to do it on purpose multiple times through the video including flashbacks*
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.
"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
To disable the un-refreshed void/ hall of mirrors effect type gl_clear 1 in the console.
To display info about an entity, type developer 1 and ent_text
Lychy and to enable Fulbright put mat_fullbright 1 and to enable any surface portal placement put sv_portal_placement_never_fail 1
Holy shit your pfp looks like an HD doom guy
Man, I hate when my radio is bleeding.
Actually, it's not bleeding! You know how people say "That song was a jam"? Well... you can guess what I'm going to say...
Nugget filled mine with blood
But I thought when it bleeds you drink it.
It’s that time of the month
Aaaah goshdarnit
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
Considered trying The Stanley Parable? Seems well-suited for this. The game itself is about boundary breaking at times.
It doesn't let you activate cheats. Even if you do manage to do it, the game intentionally crashes when you go out of bounds.
@@maxtes252 I wonder if there could be a way to prevent the way from crashing
With cheat engine you can
Well you can but it’s incredibly laggy outside
yeah try enabling cheats on Stanley parable (;
There is a dev command to stop that "hall-of-mirrors" flickering whenever the camera leaves the boundaries and looks into the void.
It's *_gl_clear 1_* and it will change the void to a solid colour. Depending on the implementation, it's _usually_ black, but might sometimes be magenta.
The void typically flickers not because "it doesn't refresh", but because there is nothing to add to the Frame Buffer (the part of your graphics system that holds an image before relaying it to the screen). Because there is nothing to add to the Frame Buffer, it will just repeat the last thing it saw (which is why looking around makes your game look like you just won a game of Windows 95 Freecell). And it changes colours because post-processing stuff is applying additively, so it adds bloom on top of bloom and stacks infinitely until the thing resting in the Frame Buffer gets washed out or overexposed.
The whole thing is literally a visual feedback loop, like if you pointed your webcam at the screen, but only affects things that are "transparent".
*_gl_clear 1_* forces the Frame Buffer to flush. It _sometimes_ slows rendering down (because it has to clear the buffer between frames), but it means someone on UA-cam doesn't _have their photoepileptic seizures triggered_ as a result. And that's never not a good thing.
very informative, thank you
@@nyanezt9636 Thanks.
I'm hoping that if Shesez does more Source-engine BB'ing, that he knows about this to improve the clarity of his presentation. This is much easier to do than filter shenanigans like desaturating the colour or trying to angle the camera to mitigate the effects.
You're pretty close, but the fog and ambient lighting don't affect the void at all. It's the post-process effects like HDR and Bloom that stack and cause the effect you see. Otherwise, great explanation!
is there even a technical name for the smearing effect?
@@pissandcornflakes9119 The best consensus seems to be "the Hall-of-Mirrors effect".
I've done some looking around, and this is what I've been able to find.
*The Doom Wiki:*
doom.fandom.com/wiki/Hall_of_mirrors_effect
*The Halo Wiki:*
halo.fandom.com/wiki/Hall_of_Mirrors
*The Wikipedia article on "Noclip mode"* (cached, because the redirects are broken and *forces* me to look at the documentary of the similar name):
webcache.googleusercontent.com/search?q=cache:1e4KwI17lYQJ:en.wikipedia.org/wiki/Noclip_mode+&cd=30&hl=en&ct=clnk&gl=uk
Everyone seems to call it "the Hall-of-Mirrors effect". Nobody seems to know why. Why break convention?
If I find any more sources, I'll come back.
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?
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.
Dude, thank you so much for caring for our eyes and making the footage with the void black and white
Un-refreshed Void is prolly what the after-life looks like...
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.)
"Portal 1 was a little short"
*is longer than Portal 2 video*
The wonderful thing about triggers...
is triggers are wonderful things!
The wonderful thing about triggers is
The wonderful thing about triggers is
The wonderful thing about triggers is
The wonderful thing about triggers is
The wonderful thing about triggers is
The wonderful thing about triggers is
The wonderful thing about triggers is
The wonderful thing about triggers is
Sometimes I forget to destroy them upon activation.
But first we must talk about triggers
6:16
As a lifelong new hampshire resident, I can absolutely confirm this.
Same here!
Same
Dman009 same let’s all be friends lmao
Same bro
Almost my entire family lives there, I’m stuck in the south, though
6:16 i live like 15 mins from the Kancamgus Highway in New Hampshire and can confirm it looks just like that XD
6:41 the RADIO is a SPY!
The cake is a lie,
And the radio is a spy.
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.
6:15 It is probably somewhere close to Bellevue, Washington like Lake Sammamish State Park - which is right next to Valve's Washington HQ.
Also the outdoor radio is an entity called: "monster_generic" so it it not hoostile, or friendly.
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 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"
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...
14:14
"it's a lie."
I love those hidden messages :D
(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 absolutely love the technical side of things. I feel it takes away from the magic when you really dumb things down. Love this format!
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 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.
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.)
Me: Ah yes the unrefreshed void...
Cuthulu: WELL THEN REFRESH IT!
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!
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 appreciate the black and white to avoid eyestrain. Thank you.
"Why does it bleed?"
A question I wish I didn't have to ask as often as I do...
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.
4:40 well. Its not for spawning something. Its an GLaDOS voice actor.
So when GLaDOS talking this is always cube :)
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
Boundary Break: Seeing what we musn't, because we can.
Speedrunner: "hey, i have seen that before"
"The wonderful thing about Triggers..."
Beautiful, man!
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 just finished a let's play of Portal and this comes out! Always cool to learn new stuff about my favourite games!
3:40 I made a Portal 2 map that had a dropper that could drop multiple things and I had a room outside the map that had the different things it could drop for them to be cloned in. That was several years ago so I don't remember much about it... The game has prefabs for things like elevators and droppers so I went into the dropper one and learned how it worked. I also made a maze that currently only has the nodraw texture and it's quite trippy...
A Portal Stories: Mel episode would be pretty nice.
And maybe a Aperture Tag episode, I guess
Finding the outside area using noclip was what created my love for this type of content. Another reason why Portal is my favorite franchise!
Man, this really brings me back. I loved exploring this game's secrets like this in my early teens. How is Portal 12 years old already?
It’s nice when people in their vids help those who have trouble seeing things watch the video.
9:08
You will never reach the truth.
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.
13:41 So thats why she has a case of serious brain damage in the 2nd game
I love that Valve lets people make fan content of their titles, Which gave us Gmod, Fangames and mods. They even go to the point of giving us official content to help in doing these, such as the Hammer editor, SFM, and making Source easily moddable. They know that the community is what keeps their games alive.
You finally covered my favourite game of all time. This is epic.
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
YESSS thank you so much for doing this, my absolute favorite game of all time!
I like the kancamangus highway reference, I live in NH and drive it all the time 👌🏽
6:17 Nice to see some new hampshire representation for the first time ever
Ah, the Aperture parking lot. Many an hour was spent by young me spawning HL2 NPCs in that nice wide-open space.
Don’t think I didn’t catch that “wonderful thing about triggers” bit
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)
That Kanamangus highway reference got me laughing far more than it should have. So good job there.
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!
This was definitely a must see
In the cake room, if you put the companion cube on top of the cake, the claw is unable to extinguish the candle in the ending cutscene. This effectively softlocks the game.
At 14:14 words flash on screen
It says "It's a lie"
You're welcome
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 that trigger's a wonderful thing!
The New Hampshire shout-out made me smile. Ha you must have visited sometime. You're right it's pretty close
Posted 6 seconds ago? Last time I was this early, I put the video on "Watch Later" and forgot about it for months.
By the way, I'm busy right now. I guess I'll put this in Watch Later... XD
8:02 The wonderful thing about triggers is that triggers are a wonderful thing!
Trigger warning! lulz
shesez: *casually climbs out of the darkness*
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.
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'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!
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
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.
When you’re in Minecraft and find a Cave, Johnson.
😳😳😳😳
Not all heros wear capes. Some people make footage black and white to avoid eyestrain
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
this is my all time favorite series on youtube ever. it gives me immense comfort and happiness. thank you
Who else knew about the end cake before this?
Yup
I remember visiting the cake room and the outside area on the xbox 360 version of the game. Took some weird bug exploiting but was very fun to explore.
@@SeBi-lv3de TIL the claw has collisions, lol
What an amazing shout out to New Hampshire! Love the videos as always
what is this "no longer valid" game in the library?
If I remember correctly, there are 2 GLaDOS heads in the rubble at the end cutscene. Just an interesting little fact.
*Posted 12 seconds ago* holy crap, I've never been this early before
Yes! Finally. I've been wanting you to do Portal 1 for years!
3:25 🤨📸
I don’t see it and now there’s white stuff on my screen
'just *edging* yourself' yea that aged well
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!
I find it very cute that noclip is being explained to 2019 gamers.
Cool stuff as always, and yes I did watch the DK video, totally worth it! Keep up the great work!
I had no idea that donkey kong interview even went up, definitely have to check it out
Thank you for finally doing this episode. 🙌
my pleasure marty