Portal 2 Beta Code
Portal 2 Beta Code >>> https://tinurll.com/2tqgij
Now, it looks like never-before-seen Portal 2 beta content has been discovered for the first time within the Companion Collection's data. As reported by GamesRadar, YouTube user Ossy Flawol has uncovered a lot of interesting data, including cut levels, dev tools, and even an early version of the game's ending. A huge co-op level has also been discovered that features puzzles and mechanics that would eventually make their way into Portal 2's multiplayer component.
At 2:33 pm PST on March 1, 2010, the first update to Portal was made, with the description \"Changed radio transmission frequency to comply with federal and state spectrum management regulations\".[2] It consisted of an additional Achievement, \"Transmission Received\". Playing Portal reveals that the game now has a total of 26 radios (including the ones already present before the update) playing in the Test Chambers, always in an area more or less difficult to reach (but given to the player by the music playing), and with a red sprite added to the switch. The radio transmission frequency is also said to have been changed, \"to comply with federal and state spectrum management regulations\", as said in the update. In-game, the radio must each time be moved in a particular spot of the Test Chamber. When doing so, the music will be scrambled by interferences, then Morse code or data transmission sounds will be heard, and the red sprite will turn green. To be made in each Test Chamber, finding all radios and jamming the transmission will unlock the new Achievement, \"Transmission Received\", although its description is simply \"..\". The presence of these new radios seen through the Enrichment Center are likely non canonical, as they only serve the ARG.
The sounds added in the March 1, 2010 update can be found in the folder \"ambient\" in the Portal sound files. They all bear the prefix \"dinosaur\". They include \"dinosaur1\" to \"dinosaur26\", used for each changed transmission, \"dinosaur_noise.wav\", for when the music is scrambled, and \"dinosaur_fizzle.wav\", as well as \"dinosaur_fizzle2.wav\" and \"dinosaur_fizzle3.wav\" (added in the March 3, 2010 update[3]), when the radio goes through a Material Emancipation Grill. Most sounds from \"dinosaur1\" to \"dinosaur26\" contain a hidden image that can be viewed in an SSTV software (Judith Mossman also hid images in her Borealis transmission, but she did not use the same system) - somewhat similar to the images seen on GLaDOS' screens at the end of Portal, the others contain Morse code (some of them also reveal voice chatter and music after clean up, possibly contained in a second layer). The name \"dinosaur\" may be a reference to the book Dinosaur Alphabet, by Harry S. Robins, notable voice actor for the Half-Life series, emphasized by the fact that there are 26 main sounds, which is also the total number of the alphabet letters, or a reference to the \"dinosauric\" (archaic) nature of the technology used (the Morse code and SSTV technologies) compared to today's standards.
The \"dinosaur\" images 2, 4, 7, 13, 16, 18, 20 25 are each cut into four images, each containing an alphanumeric highlighted or circled, and each with a number from 1 to 32 in the bottom right. Put in the order given in the bottom right numbers, these images will give: \"9459 C6CA C8C2 03B8 128B 7CC6 3068 D4FD\". This string is the MD5 hash (the encrypted code) of a BBS number, \"(425) 822-5251\",[11] registered to an unpublished landline in Kirkland,[12] a Seattle suburb where Valve was founded. A BBS (bulletin board system) is an example of a predecessor to the Internet, popular from the late-1970s to the mid-1990s. When connecting to a particular number using a terminal program, users could download and upload software, send e-mails, chat, play games, etc.
When reorganized together, these letters give the words \"drattmann\" and \"h0nee\", which are a second set of username and password for the BBS number (425) 822-5251. Upon entering them, new ASCII art images were shown, along with code prefaced by the header \"APERTURE IMAGE FORMAT (c) 1985\".
After the completion of the progress bar, logging back to the \"backup\" account gave access to the source code of a QBasic program to decode the new code retrieved with the \"drattmann\" account, actually consisting of two new images. When running the program, the first image is shown (its name is unknown so far). It consists of a blue text on a grey background, headed by the Aperture Laboratories logo: \"Thank you for participating in the trial phase of the Aperture Science Cooperative Testing Initiative. Because of your success, we are moving forward with this project. You will be contacted when the live fire phase of the Cooperative Testing Initiative is ready to accept applicants.\" Pressing \"9\" will exit the program, \"1\" will launch the second image (its name is \"SIGN\"). This image consists of two Test Subject stick figures with the thumbs up, one with its arm around the neck of the other, on a red background, with the text \"Cooperative Trial Completed\" under them. \"9\" is the only available key, and again will exit the program. To go back to the first image, one has to reboot the program.
These two images use the Aperture Image Format, an interactive graphics format created in 1985 and as recent as 1987 (as seen in the source code of the program, headed by \"COPYRIGHT (c) APERTURE LABORATORIES 1985-1987\"), and maintained by Doug Rattmann (also known as the Ratman), owner of the \"drattmann\" account, again as seen in the source code of the program. The Aperture Image Format consists of two files types: \"AMF\", or \"Aperture Menu Format\", determining what buttons are displayed in each APF image file (they can range from 1 to 9), along with the data these buttons contain and what colors the image is given, and \"APF\", \"Aperture Picture Format\", containing image data. All AMF and APF files must be stored in a directory named \"DATA\". In the case of the two images revealed by the BBS, \"Exit\" and \"Next\" are the AMF files, and the images themselves are the APF files.[17][18][19]
A gel which, when used with portals, would allow the player to walk on the walls and ceiling of test chambers. While this may sound neat, it proved to be disorienting and cause motion sickness among playtesters. This led to it being cut from the game and eventually replaced by reflection gel in the PeTI update. The gel is purple, however it is not known whether this would be the final color. All of the Sticky Gel-related textures and particles remain in the final game. Because of this, several community map-makers have tried (with varying success) to implement it in their maps. A video of the leftovers (albeit after the effects were removed) can be found here. It was later shown by Valve with the effects working in a presentation here.
It was removed from singleplayer early on in favor of keeping the game simple by using only the Portal Gun to manipulate puzzles. It was later planned again as a multiplayer gamemode named 2guns where one player would have a paint gun, and the other a portal gun, and could swap them, before being removed again. It was then planned to be brought back in DLC2, which did not happen. The idea was revived in the standalone release of the Aperture Tag mod in 2014, which was approved by Valve themselves and is available through Steam. The paint gun seen there is not a C++ entity, though, but simply changes the Portal Gun model and uses standard Source entities to make it shoot paint.
While fully implemented in the game, the Schrödinger's Cube is not usable in maps, as Valve hardcoded them to change into normal reflection cubes on spawn. As a result, they are unable to link together, and do not do anything even if the cube type is changed mid-map, though they will use the correct skins in this case. It's possible to re-enable them by changing a specific byte in the DLL using a hex editor. The mod Portal 2: Community Edition has also re-enabled the cubes by default.
The Schrödinger's Cube is unrelated to the used \"Schrodinger's Catch\" achievement. According to comments in the code, Valve intended to re-enable them in the Perpetual Testing Initiative update. Clearly they forgot to do that.
The game has coded and modeled entities for small fragile spheres called \"futbols\". It comes in two versions: glass, and bomb. There are special spawner entities, with models, for both. The bomb version was reused for the redirectable bombs in the final game with a different model. Judging by the map \"mp_futbol_01\" these are very likely remains of the Competitive Multiplayer Portal 2, which was reworked into Co-op very early on as the matches quickly became hectic and confusing. The objective would have been to redirect a bomb of sorts into other players using portals.
Present in SteamApps\\common\\Portal 2\\sdk_content\\puzzles is devtest.p2c, a Perpetual Testing Initiative custom puzzle made by the developers to test the editor. You can play and edit it by copying the file into SteamApps\\common\\Portal 2\\portal2\\puzzles\\your_steam_id. It appears as a nameless entry under Create Test Chambers. It has no image, and appears to have most items available in the editor placed in a room the same size as, and obviously based on, the blank template. Several of the items are missing connections. This was likely done because the level was only meant to test the editor rather than gameplay; these items appear to have had the same settings in the editor version this map was made in.
The folder portal2_dlc2/materials/puzzlemaker/palette contains all of the item and GUI icons, plus several extra items not used in-game. There exist icons for a crusher, a large Faith Plate, an auto-portal area titled \"fixed_portal_door\", and a transparent picture of a panel titled \"panel_door\".
In addition, if the player adds those maps to the Challenge Mode map list (Steam\\SteamApps\\common\\Portal 2\\portal2_dlc1\\challenge_maplist.txt), the game makes use of those map names in the Challenge