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averyocean65-UltraPortal-0.1.6 icon

UltraPortal

Adding portal guns to ULTRAKILL!

Date uploaded 3 months ago
Version 0.1.6
Download link averyocean65-UltraPortal-0.1.6.zip
Downloads 8601
Dependency string averyocean65-UltraPortal-0.1.6

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
Hydraxous-Configgy-1.0.7 icon
Hydraxous-Configgy

Library mod for configuring other mods!

Preferred version: 1.0.7
averyocean65-FixPluginTypesSerialization-1.0.0 icon
averyocean65-FixPluginTypesSerialization

Fixes custom Serializable structs and such stored in mod plugin assemblies not getting deserialized by the native Unity engine code.

Preferred version: 1.0.0
averyocean65-AUU-1.0.0 icon
averyocean65-AUU

A small utility library for mods developed by averyocean65

Preferred version: 1.0.0

README

ULTRAPORTAL

Adding portal guns to ULTRAKILL!

screenshot_2.jpg

Teleport around like a maniac, shoot enemies with your portal gun to send them through your existing portals, what's not to love?
And uh... break levels.
For example, the room in 8-3 where Layer 7 and Layer 8 meet! screenshot_3.jpg I'm not supposed to be here, am I?...

Installation

  1. Ensure you have BepInEx installed.
  2. Download Configgy.
  3. Export the UltraPortal folder from the zip file into your BepInEx plugins folder.
  4. Enjoy!

How to use?

Once in a level, you will be able to press 7 (can be changed in settings) to pull up the Portal Gun or the Mirror Gun. Beware that equipping either gun within a level causes your score/leaderboard submission for that level to be DISABLED, once you finish the level you will see a text saying PORTAL GUN USED to indicate the invalid run.

The Portal Gun

The Portal Gun is the blue variation, it allows you to shoot two portals using your primary or alternative fire. screenshot_0.jpg

The Mirror Gun

The Mirror Gun is the green variation, it allows you to shoot one big mirror portal using your primary fire. As of now, the alternative fire doesn't do anything. screenshot_1.jpg

Credits

All art assets in the mod were either sourced from the ULTRAKILL game files or created by RoseWarbug.
A majority of the bugs were found by:

CHANGELOG

ULTRAPORTAL 0.2.3

Changes

Formalities

  • Updated README to fix errors and update installation instructions.
0.2.2 Changelog ## Changes ### Backend - Changed `PortalTransform` property of `DynamicPortalExit.cs` to `NativePortalTransform` to adopt changes made by the ULTRAKILL developers in [Patch 17c](https://store.steampowered.com/news/app/1229490/view/498351387739950730). - `PortalAwareCollider` now gets disabled on player when passing through a portal, fixing ground portal issues introduced in [Patch 17c](https://store.steampowered.com/news/app/1229490/view/498351387739950730).

Bugfixes

  • Portals can now be travelled through in ULTRAKILL Patch 17c.
0.2.1 Changelog

Changes

Config

  • Increased default value of Gameplay/Portals/Experimental/Portal Sphere Check Radius.

Backend

Bugfixes

  • Fix bug where secondary fire cooldown was linked to primary fire cooldown

Known Bugs

  • It is possible to trigger a portal from behind, which causes things like wall and floor collisions to disable when they shouldn't.
    • Bug can only occur with floor/ceiling portals as of 0.2.1.
  • You cannot save a sandbox level if it contains portals.
  • Enemies may phase through the floor sometimes if teleported after surpassing a certain velocity.
0.2.0 Changelog

Changes

Bugfixes

  • Fixed mirror portal projectile from teleporting enemies if portal was despawned.
  • Ground portals now detect the proper colliders in the cybergrind. (see issue)
  • Portals now reset colliders when they're destroyed.
  • Increased size of portal gun projectile to decrease collision errors at higher projectile speeds.
  • +SAFETY HAZARD now gets shown reliably.
  • Fixed portal duplication with frozen sandbox objects.
  • Fixed leaderboard submission not being handled properly.

Gameplay

  • Added the Twist Gun.
  • Changed +SAFETY HAZARD from 500 points to 100 points.
  • Added new style bonus +DISPLACEMENT.
  • Added alternative fire for mirror gun.
  • +USED PORTAL GUN in the level end screen is only enabled when a portal gun was actually fired.
  • Buffed damage of portal projectile.
  • Portal projectiles only teleport light enemies now.
  • Portal guns can now be configured to instantly shoot portals instead of using projectiles. (see issue)
  • Custom portals can now be modified in sandbox.

Audio

  • Added sound effects for portal guns.
    • Portal Open
    • Portal Close
  • Added ambiance sound effect for (custom) portals.

Config

  • Changed categorization of config values
    • Renamed Advanced sub-categories to Experimental to indicate that tweaking the values may cause significant bugs.
    • Moved portal color properties to Visuals/Portals.
  • Added individual colors for all portals.
    • Found under: Visuals/Portal Gun, Visuals/Mirror Gun and Visuals/Twist Gun
  • Added setting to disable portal borders.
    • Found at: Visuals/Portals/Can See Portal Borders
  • Added setting to change max recursions of portals.
    • Found at: Visuals/Portals/Maximum Portal Recursions and Visuals/Portals/Infinite Portal Recursions
  • Added setting to scale portals.
    • Found at: Gameplay/Portals/Portal Scale Modifier
  • Added setting to shoot portals instantaneously. (see issue)
    • Found at: Gameplay/Projectiles/Use Beam For Projectiles
  • Added Debug category to configuration.
  • Added Audio category to configuration.

Visuals

Known Bugs

  • It is possible to trigger a portal from behind, which causes things like wall and floor collisions to disable when they shouldn't.
    • Chance of bug occuring has been reduced with 0.2.0, although it is not impossible.
  • You cannot save a sandbox level if it contains portals.
  • Enemies may phase through the floor sometimes if teleported after surpassing a certain velocity.