Thanks to Valve's welcoming approach to its modding communities, its already successful titles like Portal 2 have been made even more popular through the dozens of unique mods that completely rework the game. Between a fan base with endless creativity and passion for their favorite games and Valve openly embracing mods on Steam, it's not surprising that the modding communities surrounding games like Portal 2 have thrived. The result is a breadth of different mods that range from improved graphics with Portal 2: Desolation to practically new games in their own right, complete with new mechanics, puzzles, and more.

As many fans of Portal know, its design can be scaled down into several core components, such as the straightforward mechanics leading to head-scratching test chambers, its recognizable aesthetic, or even its own lore. Yet Portal 2 mods have found ways of going further beyond these core concepts, creating games that give fans a fresh perspective on the series, with new mechanics, interesting twists on traditional puzzles, and experimenting with visuals. In each instance, Portal 2's mods take these core concepts and build upon them, reinventing the game in innovative ways.


How To Download Portal Mods


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A stark contrast to the functional, cubic design of Portal, Eidolon is a significant departure from other mods. At its core, the mod serves to completely rework Portal's geometry from hard angles to smooth curves, swapping industrial aesthetic for futurism reminiscent of Mirror's Edge's own style. Were it not for the lifted mechanics of portals, lasers, or such like, players could likely believe that it was an entirely different game. However, per the developer, the mod was more an exploration and experimentation in Portal's formula as it challenged how level design could direct a player, provide cues to solutions, and not detract from the overall experience.

One of Portal 2's more popular mods, Portal Reloaded introduces time travel to the Portal formula and opens up possibilities with this different dimension in level design. The player's Portal Gun can now shoot three portals: the two traditional orange and blue portals with a new third green portal. This new portal allows the player to step through time, switching between two time periods several decades apart. Complete with its own story that takes advantage of its time travel and alludes to the events of Portal, the mod provides an easy-to-understand yet difficult-to-master take on Portal's level design.

Possibly one of the more ambitious and mind-bending Portal 2 mods, Unreal Chambers challenges players with test chambers that get creative with non-Euclidean space. Comprised of four parts, each chamber provides reality-warping puzzles that range from corridors changing when not observed to areas hidden atop one another depending on where the player is or where they've moved. Though it has a steep learning curve, once players adjust the overall experience is very rewarding, allowing players to solve fun puzzles with impossible physics. All Unreal Chambers is missing is a decent story to explain away the science and give the mod some character.

Recently i've bought this game for me and a few of my friends! However I appear to be having an issue regarding modding. Me and my main friend I play with really wanted to add more armaments and structural buildings for the medieval era, so we got a couple mods to do this! problem is, is that on the G-Portal server, it has no obvious way of modding or adding files in, or i'm just passing over it. If anyone could help with this, it would be greatly appreciated!

The answer to this I've finally found out!

So, you need to download the client-version of FileZilla, and your mods.

Open FileZilla, and go to the FTP data in the 'status' tab (just scroll down) in G-Portal

Now, on the top of FileZilla, enter each thing it tells you in order to access it, username, password, port, and hostname. This will connect you to the server files

All you need to do now, is open the mods folder in server files, and slap the .zip files of the mods in there! (DO NOT UNZIP THE MOD FILES! Just put them in there, it'll be A-okay!)


You need to have everyone who plays on this server have the files for the mods downloaded so they work.

Have fun! Good luck, survivors!

Hey, I was just faced with a rather discerning issue regarding my modpack and suddenly not being able to light nether portals. I'm running this client off of Forge, 1.16.5 java minecraft and I haven't a single clue as to what's causing my perfectly legal portals to not light as I click the flint and steel on them.


Modlist:



Those screens were from a new world.


But now it's starting to crash every time I launch it, so maybe it's a sign that I should just let go and start anew. 


at least on 1.17.1 I can ignite a portal, so that's already progress there.

By adding a line of javascript to the body tag in the evil portal index.html page, the javascript automatically triggered the form button on the page. Then I changed the code which refreshed the evil portal page after the form button was triggered to load the page I wanted.

Where you mentioned it forwards the user to an evilginx server, just a change where header('Location: '); from google to the link of the evilginx portal? Thats where I'm tryna get between both the pineapple and evilginx server for the user from a captive portal through the pineapple.

Restart the 'Source SDK' tool. Set 'Engine Version' and 'Current Game' to'Source Engine 2009' and 'My Portal Mod', respectively. Now, select 'HammerEditor'. In the editor, select Tools > Options. A 'ConfigureHammer' pop-up should appear. Select the 'Game Configurations' tab and then hitthe 'Add' button for 'Game Data Files'. Select the file portal.fgdand accept the changes. These configurations will be saved and restored the nexttime you open Hammer from the 'Source SDK' tool with your mod name selected.

I will not attempt to troubleshoot any mod if it is used with ANY mod other than sCore or NPCmod. That's not up to me to do! It is the player's responsibility to troubleshoot when they mix mods, not mine. If there are issues with the mod when run by itself (and score and npcmod) then I will take a look.

The portals unlock at 75 Electrician magazines. Looks like he just missed the display entry side of the crafting perk so it doesn't show them on the UI. Also maybe the UnlockedBy bit as well, didn't look at it.

As mentioned above, there are no doubt hundreds more great Portal 2 mods out there, but the ones listed below are our personally curated cream of the crop. You can either click the individual links to go straight to the mod question, or just carry on reading the whole list.

Time moves in one direction. Moving objects in the present will change their position in the future. You can bring future objects back into the present, so they exist in the same map as their past self. It opens the game up. Glass walls in the present could be broken in the future, letting you portal into different areas across space and time. The same cube can be pressing two different buttons in the present. There are 25 levels of Valve-quality puzzling, and the new mechanic never outlives itself.

A lot of Portal 2 mods try to bring in their own ideas regarding the mechanics. Portal Stories: Mel is an attempt at making a Valve-quality campaign without adding new mechanics. Mel finds herself stuck in an Aperture Science salt mine full of tests.

The Mod Portal API is used to both browse and download all mods available on the official Factorio mod portal. Using the API does not require any kind of authentication or account information and can be viewed simply by following the URLs below in any web browser.

You can get the full url by appending the download_url to mods.factorio.com, but if you're not authenticated, you will be redirected to mods.factorio.com/login. Logging in to that would give you access to the file. Fortunately, there's a better way to do this. Simply adding username and token parameters to the download url will prevent the redirecting and let you download the file immediately. The token can be acquired from a json file called "player-data.json", located in the User Data directory (see Application_directory#User_data_directory). You can also get the token by using the Web Authentication API.

Portal with RTX was created using NVIDIA RTX Remix, a free, upcoming modding platform built on NVIDIA Omniverse, which enables modders to quickly create and share #RTXON mods for classic games, each with enhanced materials, full ray tracing, NVIDIA DLSS 3, and NVIDIA Reflex.

For Portal: Prelude RTX and future NVIDIA RTX Remix mods, the NVIDIA RTX Path Tracing SDK has been enhanced, improving denoiser performance and quality, which is particularly beneficial at lower resolutions, enabling gamers with older GeForce RTX GPUs to have a better experience.

However, no matter what I do, Portal does not seem to recognize altered audio files. I tried putting them in %STEAMAPPS%\portal\portal\sound\vo\aperture_ai, and a few other variations on that structure, and double-checked that files were named exactly like in the GCF, but the game simply ignores them no matter what I try.

sv_pure is something that is usually used on Multi-player servers like Counter-Strike or Team Fortress 2 which prevents people from connecting to the server using mods (textures/models/sounds). It overrides their mods with the default GCF files.

Are you ready for fast travel? This mod uses a new feature in Sphereii Core that allows for teleport blocks. Either place one, label it and then place another and give it the same label to travel between the two portal blocks, OR, edit the XML to give it a label name there, so that when you place it in a custom POI (or two), you can have a fast travel point from one place to another.

And after small test of course they work, but after exit from game and back again , the teleport just gone and the biggest problem is when you exit from game again and try enter again you will get error with that the region where portal was put have incorrect header. ff782bc1db

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