Aperture Science Portal Device v3.2 (update2)
Oh I think you know what this is:
The portal alignment against terrain has been much improved since previous versions (it's about as perfect as it can be now, given the irregularity of the terrain, plus it's pretty much impossible to get stuck in the terrain near the portals now as it spits you out a little away from the portal surface) and the velocity redirection is much better, plus with the glow effect on the portals they are much easier to use and tell which direction they are facing (though IF you enter the back face of a portal you WILL come out of the back face of the other portal).
MULTIPLE PORTAL GUNS, yeah!
Now you can have some kind of weird portal-off with friends or do some other cool stuff like this:
Use:
Portals functions pretty much as in the game Portal, fire portals onto surfaces, if a new portal is shot the old one of the same colour is removed.
Press 'r' while holding a portal gun to remove that portal gun's portals.
Press 'z' while holding a portal gun to change the portal gun's mode.
In the secondary/portal alteration mode hold fire to produce a zero point energy field which can pick up and move portals. (in this mode glowy particles spawn at the "muzzle" of the device)
In the secondary mode press 'x' and 'c' to rotate a portal if it is within the range of the energy field.
I should make the secondary mode be able to pick up objects but... (laziness)
Disclaimers/Advice:
I should probably mention that
only human players can use the portal guns (because the AI can't be trusted! - try to use it as a weapon)
Try to not break your portal device. When a portal device breaks it can mess up some existing portals that belong to
another portal device, Lua lists are annoying and I have no idea what the problem is there. :/ (with just one portal device you're fine, the actual devices take care of all their own stuff properly; the problem is only with another existing portal device -only one other I believe- and even then only with existing portals)
Lag? You can increase the value of "effect_delay" in "Portal Script.lua" to make less glowy particles spawn around the portals. A value of 200 will make it so only one particle is active for each portal (I think the bottom gif may be set to this?). A value above 200 can be used to make particles spawn infrequently. Other than this there isn't much that can be done to alleviate lag without harming the performance of the portals that I can think of.
Alternately you can decrease the delay mentioned above to make more particles spawn from the portals (can be laggy but looks nice, the portals in the top gif is set to 50 or something? false advertising really as I increased it a lot for better performance).