Portal 2

Portal 2

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How to fix the inverter glitch
   
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3 Jul, 2012 @ 1:50pm
4 Jul, 2012 @ 2:12pm

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How to fix the inverter glitch

In 1 collection by cyron43
Circuitry
27 items
Description
Inverters are always problematic due to their design.
Finally I found a fix but first let me explain what an inverter is:
An inverter is a logic gate (NOT) and it's purpose is to send a signal when the input gets 0.
You use it whenever something shall be turned on when something else gets turned off.

How it's designed:
Use one laser emitter and a laser catcher at the opposite end. Set the laser emitter to "start activated" in the puzzle maker. So this setting turns the laser off when a signal arrives at the laser. That's all about it.

Now for the problem:
Even if properly connected to the signal source the laser shoots an extremely short impuls right at the time when the chamber gets ready to play. Now the receiving object behind the inverter is turned on but it shouldn't be yet.

The solution:
I thought there should be something which filters this first impuls and only this one. Well... a turret is right what I was looking for. :-)

I run out of space here so please read on in my comment.
9 Comments
Geneosis 4 Jul, 2012 @ 2:46pm 
well if you want to avoid tha fails of the coube, just add a funnel to place it correctly on the button ;) But yeah, I agree : a turret is cheaper :p
cyron43  [author] 4 Jul, 2012 @ 2:16pm 
Done. I removed the dropper as there is no need for it anymore.
So the circuit has become a bit less complex now. However there's a slight chance the cube will fall off the switch and that would make the whole circuit useless and the player would get stuck.
I still prefer the turret version.
cyron43  [author] 4 Jul, 2012 @ 2:03pm 
Ah now I see what you mean. That's good and I will change it. :-)
Geneosis 4 Jul, 2012 @ 1:58pm 
Yeah, that's what I mean : you just set the cube dropper to "auto-drop first cube" ;) This will works because the cube is dropped only when you enter the chamber ^^

And about removing the "broken" version, I don't know... Maybe this is better to see where is the problem in the map itself...
cyron43  [author] 4 Jul, 2012 @ 12:46pm 
You mean the laser receptor of the inverter? But what activates the dropper then? The lag you are talking about is the filter. It keeps the angled plate up as long as the cube hasn't dropped onto the switch and that's exactly what prevents the initial impulse from hitting the relay of the hold gate. You see this version is crap. :-)
I consider to remove the dropper version as it just confuses. What do you think?
Geneosis 4 Jul, 2012 @ 11:33am 
Ok, need to read all the description to understand what you're trying to do there X) But I got it, and the turret idea is just epic XD

If I can suggest an improvement to your cube dropper version : link the laser receptor directily to the laser emitter and not to the cube dropper, and link the button only to the angled pannel ;)
This will avoid the lag caused by dropping the cube each time you activate it ^^

And yeah this could be a usefull Map Creator Tool ;)
cyron43  [author] 4 Jul, 2012 @ 3:12am 
By watching it work it just doesn't look logical even though it works.
Yeah okay you would hide that circuitry in a real puzzle but anyway I guess I'll go with the turret version.
What do you guys think?
cyron43  [author] 4 Jul, 2012 @ 3:12am 
The next day:
I have added an alternative Initial Impulse Filter (IIF). You can watch it by stepping over the right weighted cube button. That gives you access to the room behind the right wall.
This second IIF is composed out of a cube dispenser, a weighted cube button and an angled plate in the hold gate circuit.
It works and you don't get that ground shaking turret explosion but it has some downsides compared to the other IIF.
1. The design makes it necessary to have one component inside a different circuit module (here the angled plate in the hold gate).
2. The connections are more complex:
Laser catcher of inverter ->
-> Laser 1 of hold gate ->
-> Laser relay of hold gate ->
-> Laser 2 of hold gate and next object (here exit door)

Also laser catcher of the inverter ->
-> IIF cube dispenser (set to not drop the first cube automatically)
IIF weighted cube button ->
-> angled plate of the hold gate
cyron43  [author] 3 Jul, 2012 @ 2:09pm 
The demo:
To your right side (white) you see the correct circuit.
It's composed of
1. Something that's on by default and then turned off (here with the switch to the right). In this example it's just a laser emitter which fires into a laser relay.
2. Inverter
3. Initial impulse filter (IIF) (that thing with the turret).
4. Hold gate.
The purpose of the latter one is just to show you whether the circuit works correctly.
It should be off and only turned on when you step onto the right switch.

To your left (black side) you see the same circuit without an IIF. You can see the hold gate is on, which is wrong. This is caused by the initial impulse of the inverter.