Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: googles on March 12, 2008, 11:36:54 pm

Title: Portal - future tremulous mod?
Post by: googles on March 12, 2008, 11:36:54 pm
This will be a joint project between me and amanieu, this WILL now be the portal gun, and no longer the buildable...
Title: Re: Portal - future tremulous mod?
Post by: Paradox on March 12, 2008, 11:56:07 pm
New weapon:
CKIT with a luci cannon out the front, and chaingun tines rapping around it.

Perfect.
Title: Re: Portal - future tremulous mod?
Post by: + OPTIMUS + on March 13, 2008, 12:03:30 am
what do you mean portal? -.-
Title: Re: Portal - future tremulous mod?
Post by: googles on March 13, 2008, 12:54:00 am
http://www.youtube.com/watch?v=TluRVBhmf8w

i dont think i need to explain anymore :)
Title: Re: Portal - future tremulous mod?
Post by: + OPTIMUS + on March 13, 2008, 12:59:59 am
it's awesome :-)

Troy already implemented the teleportation between 2 hovels into tremulous :-)

it would balance the humans with that ^^


idn if it's a bug paradise, maybe yes :-D
Title: Re: Portal - future tremulous mod?
Post by: techhead on March 13, 2008, 01:01:28 am
I have thought about it myself, but i thought of several limitations within both the Quake 3 engine and Tremulous itself:
1. The vis_portals would suck FPS like there was no tomorrow. (See: Pulse control room)
2. Quake 3 teleporters do not conserver momentum. (See: Any map with teleporters, really)
3. The camera/portal would display over a flat surface. (See: Pulse control room)
4. Even if you fixed 1, 2, and 3, engine limitations would prevent a smooth transition.
5. Multiplayer Portal gets... odd... even if you do have symmetrical teams.
6. Tremulous maps are not designed for a portal gun.
7. Tremulous balance is not designed for a portal gun. (2-man saw rush, for an example)
Title: Re: Portal - future tremulous mod?
Post by: googles on March 13, 2008, 01:22:05 am
solutions(maybe?):

1. i wasnt planning on using the portal method, just the main idea. I could create a blackhole looking thing and call it the wormhole gun
2. i wouldnt use the given teleporter function, id use the function that the !switch command uses
3. see 1
4. see 2
5. i would assign a name above everyones portal
6. check my comments below
7. as i said before, this isnt meant for balanced its just a little project i would like to do

Comments: think of it this way..this gun would be able to shoot teleporter holes, meaning if you step into it, it will instantly teleport you to the other hole. If there is only one portal then if you step into it, you will be teleported back out of it :)
Title: Re: Portal - future tremulous mod?
Post by: + OPTIMUS + on March 13, 2008, 01:31:44 am
i'm starting to wonder if teleportation would prevent passive human strategies.

maybe it could. even telenodes, what are generally used for teleporting, could be portals. the need of outposts would make humans way more offensive i guess, and it would make bigger maps more fun. i just wonder.
Title: Re: Portal - future tremulous mod?
Post by: blood2.0 on March 13, 2008, 01:43:02 am
i'm starting to wonder if teleportation would prevent passive human strategies.

maybe it could. even telenodes, what are generally used for teleporting, could be portals. the need of outposts would make humans way more offensive i guess, and it would make bigger maps more fun. i just wonder.
like in tremx?
Title: Re: Portal - future tremulous mod?
Post by: DarkEnix on March 13, 2008, 05:24:05 am
just wondering if this would happen

 :human:(1) shoots portal at atcs middle and 1 at human base
 :human:(2) shoots portal at atcs alien base and 1 at human base
 :human:(1) steps in his portal but it went into alien base , saying : WTF , I GOT INTO ALIEN BASE!!
 while
 :human:(2) steps in his portal and came into the middle throwing a nade , saying : SHIT!! , I WASTED A NADE ON NOTHING!!


which means

human->portal1->portal2
human->portal1->portal2
they may juz switch randomly

though i would love to help making the game.qvm for weapons
^^
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 13, 2008, 09:22:00 am
if you want to  implement a proper portal, then it will take you a bit of coding, for example, if it is a hole in a brush, no matter if it is a portal, or just a blue circle, you will have to detect that the circle will not extend over the brush, and will not intercept other brushes on top of it.

Saving a momentum while teleporting is as easy as cake (my hovels do that, they even save the pounce damage when you use them as goon).

I have thought about telenodes as portals, but it does not seem to be the best choise, since noone will be able to choose where he wants to be teleported in general.

teleporting entities such as turrets shouldnt be a big problem either.

But still I wouldnt try to take on such mod personally.
Title: Re: Portal - future tremulous mod?
Post by: HeaveN on March 13, 2008, 12:45:14 pm
what about having a new structue, like Teleport End(that could look just like a node) and you can build only one. Then you could teleport from normal nodes and the teleport end the same way the hovelport works.
Title: Re: Portal - future tremulous mod?
Post by: Shadowgandor on March 13, 2008, 07:33:29 pm
lol
-makes a portal going from human base to alien base-
Guys, grab the lucies and start spamming the hell out of the gate!
Perfect, attacking the aliens by camping =)
Title: Re: Portal - future tremulous mod?
Post by: TinMan on March 13, 2008, 10:14:44 pm
I've never heard of any Quake 3 mods that have used anything like a portal gun, but it would be possible.

The first problem would be the actual code for the portal gun and the entity of the portable portal - I'm not sure if you've ever played Gmod, but outside of the game Portal, all the other attempts at putting it into existing mods were really bad and the portal entity created a lot of lag. In Portal they fixed most of those problems with the HL2 engine, but the game is still more resource demanding than Quake 3. Have you ever played on an unlimited bp server? It would lag like that.

The second thing is the tremulous aspect of it. Why would anyone want portals on tremulous? I could see wanting to plant cameras and stuff, that's a nice thing that can be done. Portals in any multiplayer team game would be extremely confusing. People memorize maps so they don't have to deal with others teleporting up behind them, it would ruin the game for many.

What you need to think out before anyone would probably consider wanting this:
- How would it be implemented? How would non-backported clients handle it?
- How would you stop people from hacking at the code and using it to teleport away when they have 4 hp?
- How would teammates interface with your portal?
- How would you identify your own portal?
- How would you identify an enemy portal?
- Can your teammates use your portal?
- Can the enemy use your portal?
- Can you get telefragged if your portal sends you into another player or a building?
- Can objects such as grenades go through the portal? (like in Quake 4)
- Can you destroy someone's portal?
- How does a dretch create a portal?
- How would you stop people from using the portal to glitch outside of the map?
- How much would you pay me to help you with this?
Title: Re: Portal - future tremulous mod?
Post by: Paradox on March 13, 2008, 11:06:38 pm
For the portal appearance on a wall or something, use a decal.

That way it will stick to the brush.
Title: Re: Portal - future tremulous mod?
Post by: benmachine on March 13, 2008, 11:09:45 pm
http://www.youtube.com/watch?v=F31kVvyx1Fw
Title: Re: Portal - future tremulous mod?
Post by: googles on March 13, 2008, 11:35:05 pm
I've never heard of any Quake 3 mods that have used anything like a portal gun, but it would be possible.

The first problem would be the actual code for the portal gun and the entity of the portable portal - I'm not sure if you've ever played Gmod, but outside of the game Portal, all the other attempts at putting it into existing mods were really bad and the portal entity created a lot of lag. In Portal they fixed most of those problems with the HL2 engine, but the game is still more resource demanding than Quake 3. Have you ever played on an unlimited bp server? It would lag like that.

The second thing is the tremulous aspect of it. Why would anyone want portals on tremulous? I could see wanting to plant cameras and stuff, that's a nice thing that can be done. Portals in any multiplayer team game would be extremely confusing. People memorize maps so they don't have to deal with others teleporting up behind them, it would ruin the game for many.

What you need to think out before anyone would probably consider wanting this:
- How would it be implemented? How would non-backported clients handle it?
- How would you stop people from hacking at the code and using it to teleport away when they have 4 hp?
- How would teammates interface with your portal?
- How would you identify your own portal?
- How would you identify an enemy portal?
- Can your teammates use your portal?
- Can the enemy use your portal?
- Can you get telefragged if your portal sends you into another player or a building?
- Can objects such as grenades go through the portal? (like in Quake 4)
- Can you destroy someone's portal?
- How does a dretch create a portal?
- How would you stop people from using the portal to glitch outside of the map?
- How much would you pay me to help you with this?

what everyone seems to forget, is that this isnt meant for normal gameplay, its only a little fun mod that isnt meant to be balanced

to tinman:

- How would it be implemented? How would non-backported clients handle it? like any other mod..
- How would you stop people from hacking at the code and using it to teleport away when they have 4 hp? creating another portal will remove both previous portals if the second portal is the third one made
- How would teammates interface with your portal? walk through it..
- How would you identify your own portal? you will have your name above the portal
- How would you identify an enemy portal? there will be team coloring(humans blue, aliens red) with the names
- Can your teammates use your portal? yes
- Can the enemy use your portal? yes
- Can you get telefragged if your portal sends you into another player or a building? yes
- Can objects such as grenades go through the portal? (like in Quake 4) no, only players
- Can you destroy someone's portal? no, they can only be reset
- How does a dretch create a portal? they dont
- How would you stop people from using the portal to glitch outside of the map? if you could explain how a player WOULD id tell you how
- How much would you pay me to help you with this? 9000 bubble dollars(gay ass spongebob joke)

i am also thinking of a living time for the portals...maybe they disappear after 10 secs?

i also forgot to add, once someone that can model( :) hi you sexy modelers) wants to help me, ill work on the code. no use in working on a untimatly unfinished project with busted models right?
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 14, 2008, 12:26:38 am
some not so clever questions

as google has replied, all the answers are obvious.

The only question is the challenge to code it up for every entity. Since it has already been done on Q3 engine (thanks ben, it was interesting to watch), then it shouldnt be a big problem. I still think that the  effect / input required is quite low here...

Can anyone remind me of where is the vis module in the SC?


As for modelling google, dont expect a lot of input from modellers till you get the code 100% working. Use ckit to start with, then someone will for sure will get you the model.
Title: Re: Portal - future tremulous mod?
Post by: TinMan on March 14, 2008, 01:04:32 am
lulz:

- How would it be implemented? How would non-backported clients handle it? like any other mod..
* Different mods are handled different ways by the server and client.
- How would you stop people from hacking at the code and using it to teleport away when they have 4 hp? creating another portal will remove both
previous portals if the second portal is the third one made
* This was a question aimed at the portal effect, if your server has this on it then no doubt someone will modify it to exploit the portals as a plain teleporter, like the teleport item in Quake 3.
- How would you identify an enemy portal? there will be team coloring(humans blue, aliens red) with the names
* What about in and out? Different gfx?
- Can objects such as grenades go through the portal? (like in Quake 4) no, only players
* Good, that eliminates a large amount of the problems you'd run into.
- Can you destroy someone's portal? no, they can only be reset
* WEAK SAUCE, lol
- How does a dretch create a portal? they dont
* o'rly? What aliens do?
- How would you stop people from using the portal to glitch outside of the map? if you could explain how a player WOULD id tell you how
* Easy, shoot into one of the many places you can spawn glitch. e.g. bridge on Karith

Why would you use models for the portals? I could understand a portal gun, but not portal models...
I can model. You need those alien anus doorways from Prey as the portals.
Title: Re: Portal - future tremulous mod?
Post by: googles on March 14, 2008, 01:13:05 am
i meant the gun model, and to your glitch example, that not sure that can be stopped but still..who cares this isnt meant for normal gameplay servers lol

Troy: if you would like to work on it together contact me, you seem to know alot about this and could prob help me loads :)
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 14, 2008, 10:56:34 am
i meant the gun model, and to your glitch example, that not sure that can be stopped but still..who cares this isnt meant for normal gameplay servers lol


After tweaking with the hovelports (check the Amsterdam Unlimited) I have not got any glitchbuild possible in general, at least for the last 2 months of testing there were none.

It can be done by a simple bbox check size increase, or an additional points that you are checking, but thats a bit harder.


Another problem you might have is that the portals will actually look like a simple teleportals, rather than a door, so that the entity is being partially teleported, which will require quite a bit of coding on the client side. (unless you will duplicate the entity on both sides and gradually drag it from the brush (yay to hacks) but then some parts of it might stick out from the other side, which is not nice, but on the other hand it will help you to fix the bug with glitch portal, due to the checks being done while you are moving through portal).


@ TinMan, wait for it to be coded to start with... Its not about balance but rather a challenge and fun of it. Why you take it so offencively?  ::)
Title: Re: Portal - future tremulous mod?
Post by: Jalaco on March 15, 2008, 01:02:39 am
I love the idea Google and about blue and red portals... Why would they need to be diff teams? You could just have shoot1 shoot a red portal shoot2 shoot the corresponding blue portal. If you can go through enemy portals it makes no diff what color they are. How nice would that be for traps. Have an alien shoot a portal right by a trapper and some acids a hummie wanders in and UnnamedPlayer0 was melted by an acid tube... =P just suggestions.

oh and btw I want to be a beta\alpha\gamma tester please and iff theres any other way I can help just let me know.

\\^// Jalaco \\^//
Title: Re: Portal - future tremulous mod?
Post by: googles on March 15, 2008, 01:49:32 am
i meant the gun model, and to your glitch example, that not sure that can be stopped but still..who cares this isnt meant for normal gameplay servers lol


After tweaking with the hovelports (check the Amsterdam Unlimited) I have not got any glitchbuild possible in general, at least for the last 2 months of testing there were none.

It can be done by a simple bbox check size increase, or an additional points that you are checking, but thats a bit harder.


Another problem you might have is that the portals will actually look like a simple teleportals, rather than a door, so that the entity is being partially teleported, which will require quite a bit of coding on the client side. (unless you will duplicate the entity on both sides and gradually drag it from the brush (yay to hacks) but then some parts of it might stick out from the other side, which is not nice, but on the other hand it will help you to fix the bug with glitch portal, due to the checks being done while you are moving through portal).


@ TinMan, wait for it to be coded to start with... Its not about balance but rather a challenge and fun of it. Why you take it so offencively?  ::)

well the thing is..my idea was to replace the bullet marks made when you shoot at a wall with a portal, downside with that is i have no idea how to link/make that into an entity and not just client side rendering
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 15, 2008, 02:15:55 am
you better off with spawning a portal entity. Using the cleint-side marks is not possible, since you will have to synchronise between the clients and have some control over it from server side.

Easiest will be to take a  look at the teleport trigger and start off from there, and also try to dig up that source for the portal  done for the Elite Force.
Title: Re: Portal - future tremulous mod?
Post by: techhead on March 16, 2008, 03:18:18 am
Saving a momentum while teleporting is as easy as cake (my hovels do that, they even save the pounce damage when you use them as goon).
Would hovel-port-coded portals preserve momentum with respect to the orientation of both portals?
Title: Re: Portal - future tremulous mod?
Post by: googles on March 16, 2008, 05:27:03 am
Good news! i created a gun that can shoot teleporters that will teleport you to w/e they hit but the problem is..i cant get portals to work right, i cant make it spawn an entity
Title: Re: Portal - future tremulous mod?
Post by: your face on March 16, 2008, 05:52:59 am
Oooo, sounds awesomely l33t!  Can't wait!
Title: Re: Portal - future tremulous mod?
Post by: TinMan on March 16, 2008, 07:10:09 am
Send me a diff and I can check it out.
Title: Re: Portal - future tremulous mod?
Post by: googles on March 16, 2008, 07:23:12 am
Send me a diff and I can check it out.

i didnt put alot of effort into the space check into the gun, just used another function to do it with a little modding

this is very buggy and is just a test weapon, use the blaster to fire the teleporters

patch was based on the latest(38) SVN revision of the p-g-qvm

http://www.sendspace.com/file/tme2xf
Title: Re: Portal - future tremulous mod?
Post by: Divmax on March 16, 2008, 07:48:04 am
Send me a diff and I can check it out.

i didnt put alot of effort into the space check into the gun, just used another function to do it with a little modding

this is very buggy and is just a test weapon, use the blaster to fire the teleporters

patch was based on the latest(39) SVN revision of the p-g-qvm

http://www.sendspace.com/file/tme2xf
Correction, revision 39, and the latest is revision 40. One thing I noticed, sometimes it refuses to shoot.

EDIT : It refuses to shoot when your bbox is touching a wall.
EDIT2 : If you move after you shoot, your immediately teleported to the current location of the projectile. And spamming the blaster sometimes causes the thing to not shoot.
EDIT3 : Uh oh, you can shoot through playerclip brushes and get stuck there, same thing happens when you try to teleport to objects that are diagonal.
EDIT4 : You can glitch with this :( Screenshots below.

(http://img169.imageshack.us/img169/6697/shot0003so9.th.jpg) (http://img169.imageshack.us/my.php?image=shot0003so9.jpg)
(http://img519.imageshack.us/img519/3429/shot0005br2.th.jpg) (http://img519.imageshack.us/my.php?image=shot0005br2.jpg)
(http://img169.imageshack.us/img169/2812/shot0006ng7.th.jpg) (http://img169.imageshack.us/my.php?image=shot0006ng7.jpg)
Title: Re: Portal - future tremulous mod?
Post by: googles on March 16, 2008, 08:02:06 am
Correction, revision 39, and the latest is revision 40. One thing I noticed, sometimes it refuses to shoot.

EDIT : It refuses to shoot when your bbox is touching a wall.
EDIT2 : If you move after you shoot, your immediately teleported to the current location of the projectile. And spamming the blaster sometimes causes the thing to not shoot.
EDIT3 : Uh oh, you can shoot through playerclip brushes and get stuck there, same thing happens when you try to teleport to objects that are diagonal.

It isnt meant to shoot when near a wall, thats to prevent mixing into walls
It also resets the currently flying projectile if shot again, aka it will kill the old ball and shoot another
And..i cant figure out how to prevent it from mixing you into walls..i did all i know how to stop it
Title: Re: Portal - future tremulous mod?
Post by: Divmax on March 16, 2008, 08:44:21 am
It does try to eject you out of the wall after some time.
Title: Re: Portal - future tremulous mod?
Post by: googles on March 16, 2008, 10:32:16 am
nvm
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 16, 2008, 12:20:30 pm
Saving a momentum while teleporting is as easy as cake (my hovels do that, they even save the pounce damage when you use them as goon).
Would hovel-port-coded portals preserve momentum with respect to the orientation of both portals?

Sadly not, but it wouldnt be a big problem to just rotate the vector.
Title: Re: Portal - future tremulous mod?
Post by: nerowinger on March 16, 2008, 12:42:38 pm
hmm
maybe use the check bbox function from the evolve function
this could test how much space you'll need and change the spawnpoint origin for each bbox

i think the portal thing is a really nice idea =)

HF
Title: Re: Portal - future tremulous mod?
Post by: googles on March 16, 2008, 12:45:48 pm
thats what i did...
Title: Re: Portal - future tremulous mod?
Post by: Divmax on March 17, 2008, 10:14:20 am
Since you edited your post, does that mean your continuing with the project?
Title: Re: Portal - future tremulous mod?
Post by: googles on March 17, 2008, 09:45:00 pm
Since you edited your post, does that mean your continuing with the project?

yes, i changed my mind the project will still be active

if someone could show me how to add models..i took a look at the relic/domination mods and i cant understand how it was done
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 17, 2008, 10:16:26 pm
Since you edited your post, does that mean your continuing with the project?

yes, i changed my mind the project will still be active

if someone could show me how to add models..i took a look at the relic/domination mods and i cant understand how it was done

look at the misc.c (or similar) there is a misc_model, it will show you how exactly do it.
Title: Re: Portal - future tremulous mod?
Post by: googles on March 18, 2008, 03:22:52 am
I know this might sound very arrogant of me, but i would like to request a model from the community. The reason i don't do it myself is because the lack of knowledge about blender. If someone could make a model resembling a portal(maybe something with a twirling effect?) it would be very appreciated.
Title: Re: Portal - future tremulous mod?
Post by: vatho on March 18, 2008, 10:44:55 pm
I know this might sound very arrogant of me, but i would like to request a model from the community. The reason i don't do it myself is because the lack of knowledge about blender. If someone could make a model resembling a portal(maybe something with a twirling effect?) it would be very appreciated.

A shoutout in the credits thankful????  :laugh:

Anyway, I doubt anyone will create a model, most of the community is lazy like that :(
Maybe one of the other coders/modelers may tho (I hope they do at least)  :-\
Title: Re: Portal - future tremulous mod?
Post by: googles on March 19, 2008, 09:29:27 pm
I know this might sound very arrogant of me, but i would like to request a model from the community. The reason i don't do it myself is because the lack of knowledge about blender. If someone could make a model resembling a portal(maybe something with a twirling effect?) it would be very appreciated.

A shoutout in the credits thankful????  :laugh:

Anyway, I doubt anyone will create a model, most of the community is lazy like that :(
Maybe one of the other coders/modelers may tho (I hope they do at least)  :-\

Thanks alot for your support :) the project is coming along nicely.
Title: Re: Portal - future tremulous mod?
Post by: vatho on March 19, 2008, 10:10:49 pm
Awesome man, This is my most anticipated mod in a long time  :laugh:

I call dibs on beta tester!  :P
Title: Re: Portal - future tremulous mod?
Post by: ==Troy== on March 19, 2008, 10:41:18 pm
As I said, google, you will hardly get a model till you get a code working and polished :) But once you will get it, expect the model to be done in a quite short while.
Title: Re: Portal - future tremulous mod?
Post by: + OPTIMUS + on March 19, 2008, 11:57:39 pm
we just outplayed portal with friends, it's awesome :-O
Title: Re: Portal - future tremulous mod?
Post by: DarkEnix on March 21, 2008, 06:27:23 am
lol , man , the teleport gun reminds me of Jumper , lol
and i found more sources of Portal gun  , cant find source though

http://www.youtube.com/watch?v=z_oY9TuZs2Y
http://www.youtube.com/watch?v=GYgdg1YZx3s&NR=1
Title: Re: Portal - future tremulous mod?
Post by: googles on March 21, 2008, 11:49:05 am
Heres what iv got so far

http://www.sendspace.com/file/0tdzc9

i know the code is horrid and its far from done but im afraid i cant go any future till i figure out this origin problem.

The problem is when i spawn a portal entity it doesnt spot at the right origin and you get no portal..

You shoot the portal with a blaster, all the debug sends are in there to tell me were the function is at, and its far from done, please dont flame me for shitty code :(
Title: Re: Portal - future tremulous mod?
Post by: Divmax on March 21, 2008, 03:50:13 pm
Gonna try it, hope it works  :D

EDIT : Well it's true it doesn't spawn anything.
Title: Re: Portal - future tremulous mod?
Post by: googles on March 22, 2008, 09:39:43 pm
Well i cant figure out this problem and there has been enough time wasted on this, i will discontinue this project. Make your own if you like :\
Title: Re: Portal - future tremulous mod?
Post by: _-+|[A]|+-_ on March 23, 2008, 11:19:24 pm
Well i cant figure out this problem and there has been enough time wasted on this, i will discontinue this project. Make your own if you like :\
Noo  :-\
You cant give up this looks amazing, Please dont give up or the tyrant will eat you >>> :tyrant:  :tyrant:  :tyrant:
Title: Re: Portal - future tremulous mod?
Post by: AlphaBetaAdmin on March 30, 2008, 12:52:22 am
lol , man , the teleport gun reminds me of Jumper , lol
and i found more sources of Portal gun  , cant find source though

http://www.youtube.com/watch?v=z_oY9TuZs2Y
http://www.youtube.com/watch?v=GYgdg1YZx3s&NR=1
lol on the second one, he was falling and missed the portal  :P
Title: Re: Portal - future tremulous mod?
Post by: AlphaBetaAdmin on March 30, 2008, 12:58:37 am
ok, i think you're doing a good job so far google, the one i saw should be more called a 'teleporter' since it doesn't open up a portal but you teleport to where your crosshair hit.
Title: Re: Portal - future tremulous mod?
Post by: megas333 on April 10, 2008, 04:14:17 am
Perhaps the portal is a extra buildable, which can be specially made so that one portal will reach any other portal. Kinda like the Warp Gate for Protoss, except cooler, and can be used for teh awesomeness.
Title: Re: Portal - future tremulous mod?
Post by: googles on April 11, 2008, 10:34:57 pm
Perhaps the portal is a extra buildable, which can be specially made so that one portal will reach any other portal. Kinda like the Warp Gate for Protoss, except cooler, and can be used for teh awesomeness.

This might have me reconsidering..i can easily work with buildables....if i do expect a full featured portal system
Title: Re: Portal - future tremulous mod?
Post by: Amtie on April 22, 2008, 11:23:54 pm
Having a portal mod for trem would be great. I hope you get to finish it  ;)
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 01, 2008, 10:50:30 am
To how many percents is it finish now?
Title: Re: Portal - future tremulous mod?
Post by: Paradox on May 02, 2008, 05:37:38 am
I played an alpha. Man thats fun
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on May 02, 2008, 06:25:38 am
I tried out something like this I think. But no guns just portal pads.
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 02, 2008, 01:02:39 pm
where i can get the alpha version.
Or what server run with portal?
Title: Re: Portal - future tremulous mod?
Post by: _-+|[A]|+-_ on May 02, 2008, 03:57:39 pm
Could i have teh current Alpha version pl0x  ::)
Title: Re: Portal - future tremulous mod?
Post by: googles on May 02, 2008, 05:38:22 pm
99% done, im only waiting for a model from a friend

they ARE pads as of now, maybe later i will create the gun

and no, im not releasing the mod untill its finished
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 02, 2008, 05:45:01 pm
^^
The devil will come when your friend is too slow.
 ;)
Title: Re: Portal - future tremulous mod?
Post by: Amtie on May 06, 2008, 12:40:06 am
Pads? Shouldn't they be sorta like holes in walls? And any screenies?
Title: Re: Portal - future tremulous mod?
Post by: _-+|[A]|+-_ on May 06, 2008, 06:53:48 pm
Pads? Shouldn't they be sorta like holes in walls? And any screenies?

They need to be pad's its the easyist wai, me wunt screeniez too pl0x
Title: Re: Portal - future tremulous mod?
Post by: Amtie on May 08, 2008, 12:01:28 am
Maybe an invisible noclip pad, and like a decal/screen/whatever thing that sticks up from the pad, simulating a normal portal. And how would pads work when shot at skyboxes/cielings/water?
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on May 08, 2008, 02:07:54 am
Well so far I havn't seen them shot they were just there.
Title: Re: Portal - future tremulous mod?
Post by: googles on May 08, 2008, 09:56:53 pm
The portals, or pads as you like to call them will work much like a medistation. Once you step on it you will instantly be teleported to the other portal and shot out(simulating a *real* portal by spitting you out as if you were in a real portal)

Edit:

circular reasoning FTW
Title: Re: Portal - future tremulous mod?
Post by: googles on May 08, 2008, 10:21:00 pm
For some reason..the demo doesnt show the model but no matter, imagine its there. Here is a bit of a preview to my portal mod

Demo: http://www.sendspace.com/file/3lwant
Title: Re: Portal - future tremulous mod?
Post by: Jalaco on May 08, 2008, 10:59:29 pm
Googy.... it doesnt show the model because the game doesnt recognize what the model is for the portal because the portal mod isnt engaged. Therefore there is to the game without the mod, nothing there your just moving. Get it?

\\^// Jalaco \\^//
Title: Re: Portal - future tremulous mod?
Post by: googles on May 08, 2008, 11:41:54 pm
Googy.... it doesnt show the model because the game doesnt recognize what the model is for the portal because the portal mod isnt engaged. Therefore there is to the game without the mod, nothing there your just moving. Get it?

\\^// Jalaco \\^//

I know, it isnt there because demos dont record models, it isnt a visual video, its just recreating what was there, your trem doesnt have the portal mod so it cant recreate that.
Title: Re: Portal - future tremulous mod?
Post by: epsy on May 09, 2008, 10:35:22 am
so you made a demo for yourself and only yourself to watch?
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 09, 2008, 12:39:27 pm
how can i use the record?
Title: Re: Portal - future tremulous mod?
Post by: Amtie on May 11, 2008, 11:17:03 am
/record and /stoprecord
Title: Re: Portal - future tremulous mod?
Post by: _-+|[A]|+-_ on May 11, 2008, 11:46:34 am
He said use record not make record, save the portal mod to a folder called ''Demo'' for windows its "C:\Documents and Settings\Alex\Local Settings\Application Data\Tremulous\base\demos" then run tremulous and do /demo portal.  ;)
Title: Re: Portal - future tremulous mod?
Post by: thirdstreettito on May 11, 2008, 04:10:41 pm
Alpha 4 me?
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on May 11, 2008, 08:43:35 pm
Alpha 4 me?

Go play it yourself.
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 12, 2008, 09:36:11 am
Thanks.
I hope the portal mod will come.

And i want Tremulous 2.0 based on Quake 4 engine. ^^
It should work better with a portal mod.  ;)
Title: Re: Portal - future tremulous mod?
Post by: wannabe on May 12, 2008, 11:34:40 am
Thanks.
I hope the portal mod will come.

And i want Tremulous 2.0 based on Quake 4 engine. ^^
It should work better with a portal mod.  ;)

sux for you. they cant do that.
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 14, 2008, 05:58:10 pm
what is sux?
Title: Re: Portal - future tremulous mod?
Post by: wannabe on May 14, 2008, 06:20:54 pm
what is sux?

nothin.
Title: Re: Portal - future tremulous mod?
Post by: _-+|[A]|+-_ on May 15, 2008, 08:41:25 pm
what is sux?

Sux = Sucks = Lame = Bad  = Not  good = Crap = Depressing = Emo = Knife = Blood = Death wow sux links to death :O
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on May 16, 2008, 01:53:02 pm
what is sux?

Sux = Sucks = Lame = Bad  = Not  good = Crap = Depressing = Emo = Knife = Blood = Death wow sux links to death :O

EMOPOWER :-p    :P :P :P :P :P
Title: Re: Portal - future tremulous mod?
Post by: googles on May 26, 2008, 03:19:34 am
I finally got a site up for my portal mod, hosted at http://portal.tremcentral.com/ take a look :)
Title: Re: Portal - future tremulous mod?
Post by: Paradox on May 26, 2008, 05:41:31 am
If you want me to, i could do some images for you.

Im too busy to do a full site design, but i could do some banners or something
Title: Re: Portal - future tremulous mod?
Post by: E-Mxp on May 26, 2008, 06:55:04 am
Love the Granger Cube! XD :D
Title: Re: Portal - future tremulous mod?
Post by: googles on May 26, 2008, 08:49:42 pm
I would like to make a request from the modelers out there, due to some unforeseen circumstances I no longer have a dedicated modeler, that is why im request a model by you, the community. I would like to request a model that looks like this.

This is what i think the portal buildable should look like, it would be flat like a medi so players could walk onto it and use the portal. This should be animated to swirl the blue in the middle around like a portal.

(http://img392.imageshack.us/img392/7325/portal1eq0cq0.jpg)

This is the closed form of the portal, this should also be an animation and when the portal has its down time for usage. As you can see, there are two metal plates holding the portal closed

(http://img134.imageshack.us/img134/4292/portal2tx2vm2.jpg)

I know these are very bad looking, but i made these with the GIMP, which i have about no skill using.
Title: Re: Portal - future tremulous mod?
Post by: Jalaco on May 30, 2008, 04:18:05 am
Ok, so Goog I got a basic outline I think of what you want. Tell me what you want added\removed and tell me if its crap and I should just start from the beginning again.

(http://img78.imageshack.us/img78/6746/googsportaltestsa9.png)

I know its pretty well just a copy of yours but its clearer (is that a word?) and basically just so you can point out what you want how. Also dont diss Gimp it does wonders for me I love it =P.

\\^// Jalaco \\^//
Title: Re: Portal - future tremulous mod?
Post by: googles on May 30, 2008, 05:46:29 pm
I LOVE IT JALLY! its very clean, i would like yours instead of mine now :(
Title: Re: Portal - future tremulous mod?
Post by: Jalaco on May 30, 2008, 09:55:18 pm
Dont be sad =P, I used you design as a base, I basically just cleared it up and changed the panel. But ya what bits of detail should I add to it is the main question. I also have to figure out the format for making it 3D =\. But I usually figure things out the hard way =], anways should I add some light like things? If so where? Where the yellow lights are? What colors? And for the portal bit, what color portal? I can make it easy with just 1 filter but what colors? and anything else you want... Just tell me.

\\^// Jalaco \\^//
Title: Re: Portal - future tremulous mod?
Post by: Redsky on May 31, 2008, 09:30:37 pm
Hmmmm, i dont know if you will like this but i have made simple model of your portal. Its animated, but i dont want to map it now as im not sure if you want it.
http://files.filefront.com/0001+0030avi/;10437381;/fileinfo.html <= short movie showing 30 frames animation
(i made the plate in the portal black so you could see it more clearly) Model has 210 verts.
Cheers! :)
Title: Re: Portal - future tremulous mod?
Post by: googles on May 31, 2008, 11:47:01 pm
YES! that is exactly what iv been looking for! great job! just a little texturing and that would be a finished model :-D
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 01, 2008, 07:36:05 am
YES! that is exactly what iv been looking for! great job! just a little texturing and that would be a finished model :-D
Errr, googles are you sure you dont need anything more??? maybe i should put some kind of light tube sticking out of it(just like in medi)
Dont be afraid of telling me if you need anything more in the model  ;) im here to help

Edit: Do you want want of the "crystals" in portal have other colour(a black dot in your drowing)
Title: Re: Portal - future tremulous mod?
Post by: googles on June 01, 2008, 09:10:47 am
Well..if your willing to do this, i would like to request a blue swirl that is displayed in the bottom of the portal, not like the medi, but as if your looking down into a portal type thingy..also i would like a black dot on the star facing down, this is to show you which way the portal was built
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 01, 2008, 09:33:37 am
Well..if your willing to do this, i would like to request a blue swirl that is displayed in the bottom of the portal, not like the medi, but as if your looking down into a portal type thingy..also i would like a black dot on the star facing down, this is to show you which way the portal was built
1. im working on this whirl... well i m not a shader master... Ill make this part transparent and add here other texture (swirl)... and there is this shader which spins texture around... i think that will do!
2. can this star be in other colour? (im doing it in red)

Edit: I was thinking about some kind of light glow - in the shape of medi light tube but lighter and much smaller- just to give a felling of reality. And one more thing: I think i should make it consist of three objects (like medi): portal, whirl, glow tube
but have to eat something first  :D

Edit2: ahh, can someone help me understand the meaning of all this numbers in animation.cfg... i understand some of them but not all.
Title: Re: Portal - future tremulous mod?
Post by: googles on June 01, 2008, 02:02:15 pm
The glow tube does sound pretty cool..id love to see that in there if you want to i mean :)
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 01, 2008, 03:28:45 pm
I do googles ;) now im not some kind of texturing artist, i did my best and thats how it looks like:
(http://farm4.static.flickr.com/3008/2541719886_1992469e1b.jpg)
Hmmm, i hate this. I dont know how to change mesh transparecy with tga transparecny... and thats why there is no glow tube on the image. But its done and in trem there should be no problem with it(i think). I should study making textures, mapping looks lame :-[
If you* feel like doing better texture than get blend file, and textures(without glowtube)
http://files.filefront.com/texture+for+portalzip/;10447972;/fileinfo.html
---------------
*any good soul out there in the internet having some basic knowledge of setting uv in blend and being good at painting textures
Title: Re: Portal - future tremulous mod?
Post by: Divmax on June 01, 2008, 04:11:25 pm
Attempting to export it to .md3. Gah I fail at Python scripts. Exporting it to .map then converting it to .aas then converting it to .md3 fails.
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 01, 2008, 04:37:13 pm
Attempting to export it to .md3. Gah I fail at Python scripts. Exporting it to .map then converting it to .aas then converting it to .md3 fails.
Dont get angry but do you have instaled Python on your pc?
Title: Re: Portal - future tremulous mod?
Post by: Divmax on June 01, 2008, 05:31:18 pm
1 question and suggestion.

1 ) How do I get the model textured? It's animated(ugly animation.cfg) though.
2 ) Flip the model 90 degrees anti-clockwise please(I have no knowledge of Blender what so ever). Instead of the split being |, its ---.

A demo (http://files.filefront.com/fail+portal+modeldm+69/;10449449;/fileinfo.html) of what happened.

EDIT: Whoops, forgot that if it is a demo, you need the model.
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 01, 2008, 06:35:52 pm
EDIT: Whoops, forgot that if it is a demo, you need the model.

yep, I need a screenshots rather than demos... i dont have any of files that googles posted(the links are broken)
another thing... this building needs only 2 animatios right?

1.  opening portal(its same as closing just closing is playback)
2.   broken portal
Title: Re: Portal - future tremulous mod?
Post by: Le Compilateur on June 01, 2008, 11:28:28 pm
I love the idea. However...

Human 1 grabs a portal gun and shoots the human base wall. Then he suicides into the alien base, getting off a shot just before six dretches eat him.

Meanwhile, Human 2 (in the base) grabs a nade and throws it at the Overmind, then rapidly destroys the aliens' base with luci spam.

You would have to work out a way of keeping this from happening.
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on June 01, 2008, 11:45:39 pm
There have been many such concerns about this, but as I understand, it is not meant for true serious gameplay.
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 02, 2008, 11:55:32 am
If you guys are interested, i would like to add the flying aliens to my portal mod :\

I think its great idea :D, from the very begining I was thinking of making Vandal for all Tremulous Society - that is: for anyone who wants to implement it in his/her ( ;)) mod.
Now the problem is that not all of Vandal is made by me. Model, Animations, UV-mapping, Textures are my creation, but codes arent mine. I cannot tell if Benmachine is willing to give away his work.
There have been many such concerns about this, but as I understand, it is not meant for true serious gameplay.

And can you tell me which gameplay is Realy serious? Think, it's only fun that matters :laugh:
Title: Re: Portal - future tremulous mod?
Post by: googles on June 02, 2008, 03:11:43 pm
It has been stated that this is no longer the portal GUN mod, this is the portal BUILDING which you can grab a ckit and place the building and use it as a portal. and to redsky, that is looking AWESOME i hope to see it soon :)
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on June 02, 2008, 06:58:51 pm
Tremulous need the Havok engine  :D
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 02, 2008, 07:04:16 pm
Update - made new texture:
(http://farm3.static.flickr.com/2180/2545052981_8b6ce73d5e.jpg)
hmmm i dont know if its far better than previous. Anyways, it still need some fixes.
Title: Re: Portal - future tremulous mod?
Post by: googles on June 02, 2008, 07:31:38 pm
I like it :) it looks a little cleaner, there isnt much detail in trem you know so it kinda fits
Title: Re: Portal - future tremulous mod?
Post by: Le Compilateur on June 02, 2008, 08:14:53 pm
It has been stated that this is no longer the portal GUN mod, this is the portal BUILDING which you can grab a ckit and place the building and use it as a portal. and to redsky, that is looking AWESOME i hope to see it soon :)
Oh. I guess I missed that. At least it prevents the humans from building a portal in each base and then hopping through (since the aliens could just destroy it).
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on June 03, 2008, 05:41:53 am
It looks too cartoonish imo. Just give it a real metal base and it will look much better!
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 04, 2008, 06:36:49 am
It looks too cartoonish imo. Just give it a real metal base and it will look much better!
Hehe, we all can see that :)
now im not some kind of texturing artist
so for you it is maybe a piece of cake but not for me. Maybe you could do a better one...

Edit: http://files.filefront.com/portalzip/;10488368;/fileinfo.html
take a look, Model, animations, texture, shader and sound ;D
Well, I cannot tell for sure if that is going to work fine, but i think it will. Try them googles!
Edit2: sorry i didnt add skin file so here is working link:
http://files.filefront.com/portzip/;10489237;/fileinfo.html
Title: Re: Portal - future tremulous mod?
Post by: googles on June 04, 2008, 11:59:33 pm
Well..im not exactly sure how to add this skin file, i mean i added just like in the zip but the skin file doesnt load
Title: Re: Portal - future tremulous mod?
Post by: Divmax on June 05, 2008, 06:40:07 am
Code: [Select]
]/testmodel models\buildables\portal\portal.md3
Com_sprintf: overflow of 67 in 64
trying C:\Documents and Settings\JA\Pulpit\q3ase\port\models\buildaBLE...
Com_sprintf: overflow of 67 in 64
trying C:\Documents and Settings\JA\Pulpit\q3ase\port\models\buildaBLE...
Com_sprintf: overflow of 67 in 64
trying C:\Documents and Settings\JA\Pulpit\q3ase\port\models\buildaBLE...
*cough* I hate you for making me make a lot of folders and keep testing which bloody folder does Tremulous try to read the textures from. *cough*
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 05, 2008, 09:16:24 am
thank you divmax, at first i was mad at you cos' I have made a lot of effort to get this model working(and still it didn't work)
So this is what happend whan i was about to prove that testing model cause no problem at all:
1. I took pk3 (zipped 2 folders toghether- putting it into same zipped file but not into one more folder)
here you can download the file(new md3) and i placed it into base folder in the Trem location
2. Opened trem
3. typed in consol
/devmap transit
4. once it was loaded i typed once more in the consol(in the spec mode)
/testmodel models/buildables/portal/portal
..... and guess what happend? model loaded with all textures without any skin file!!!
heres a screen:
(http://farm4.static.flickr.com/3154/2552537549_99c85bc17d_o.jpg)
hope its not just my client 8), i guess the secret lies in correctly exported model

Edit: Err sorry :-[ heres the pk3 file i told you i used:

http://files.filefront.com/portalpk3/;10502105;/fileinfo.html

Edit2: Is anybody out there? ... *echo* ... *silence*
hmmmm, where did everybody go?
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on June 05, 2008, 03:24:34 pm
Don't know. ^^

But what mean you with it has no skin?
Title: Re: Portal - future tremulous mod?
Post by: Divmax on June 05, 2008, 04:20:19 pm
It now works for me.
1 thing, can you please rotate it 90-degrees anti-clockwise so that the model is facing the correct direction?
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on June 06, 2008, 12:31:27 am
umm... redsky just to let you know, your link does not work.
Title: Re: Portal - future tremulous mod?
Post by: Divmax on June 06, 2008, 01:33:52 am
It does, just that FileFront likes to complain about no available download servers.
If anyone is having problems downloading off FileFront, heres a mirror (http://funserver.zxq.net/trem/index.php?dir=portal/&file=portal.pk3) for the working .pk3.
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on June 06, 2008, 01:56:03 am
huh well, I'm too lazy to deal with the whole thing, but if you send me the textures you are working with Redsky I could just sort of "fix em up".
Title: Re: Portal - future tremulous mod?
Post by: googles on June 06, 2008, 01:59:06 am
Uhh redsky, it DOES work in my mod now :-D but there is only one prob..i cant call the idle animations? when i build it it doesnt want to open idle but it auto close idles, also the the swirl in the middle doesnt spin >.> just to let you know
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 06, 2008, 08:52:18 am
i see... ill prelong the idle animation(you are talkin about open-idle, right?) its one frame and maybe it needs 2-3 to fix  this problem.
and is mist half transparent? if no-than shader is not used... and as far as i know using shaders is not automated(or is it xD)
Title: Re: Portal - future tremulous mod?
Post by: _-+|[A]|+-_ on June 07, 2008, 03:19:49 pm
It seems to me to be alot like Balance Mod  :telenode: 's, which are  basicly useless, unless you make them so they instant build, and dont full your weapon spot, and the thing you use to build it uses blaster spot so you can have a weapon while using the portals.
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 09, 2008, 12:52:14 pm
models with new animation.cfg(or old... not sure, one way or another it should be alright)
Portal.md3 is same as previous version(just changed animations a little), portal2 is rotated 90deg anticlockwise specialy for divmax
http://files.filefront.com/portal+models2zip/;10562671;/fileinfo.html
@mooseberry: http://farm4.static.flickr.com/3014/2563715211_5346609db7_o.jpg heres base for texturing...
i have already posted my texture in pk3, if you are willing to fix it than go ahead and do it  :) Good luck!
Title: Re: Portal - future tremulous mod?
Post by: Divmax on June 09, 2008, 01:17:39 pm
Not just for me, the game thinks the front is the left side. Thats the thing about exporting to .md3.
Title: Re: Portal - future tremulous mod?
Post by: Redsky on June 30, 2008, 06:09:14 pm
what happend? the whole thing stopped?... was my model useless after all? :-[
Title: Re: Portal - future tremulous mod?
Post by: googles on July 01, 2008, 04:41:53 pm
No no, i just have not updated portal in a while :\ im sorry, ill work on it later.
Title: Re: Portal - future tremulous mod?
Post by: TinMan on July 10, 2008, 05:55:49 am
PPS: what a QVM?
Quake Virtual Machine - a file that mods are usually implemented in.
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 19, 2008, 09:30:31 am
Portal mod is currently being tested on the Tremfusion Test Server. Connect to "granger.tremfusion.net:30730".
Instructions:
1) Join the human team (there are no team balance checks)
2) In the console execute "/god" and "/give all"
3) Buy a mass driver
4) Shoot the wall at different places. Portals (using the repeater model atm) will appear. Jump into 1 portal and you will come out of the other. If a portal is blocked then nothing will happen. Only 2 portals per player can exist, if you create one more then your oldest one will disappear. You can use other people's portals.

Have fun! :)
Title: Re: Portal - future tremulous mod?
Post by: APX on October 19, 2008, 11:28:13 am
Portal mod is currently being tested on the Tremfusion Test Server. Connect to "granger.tremfusion.net:30730".
Instructions:
1) Join the human team (there are no team balance checks)
2) In the console execute "/god" and "/give all"
3) Buy a mass driver
4) Shoot the wall at different places. Portals (using the repeater model atm) will appear. Jump into 1 portal and you will come out of the other. If a portal is blocked then nothing will happen. Only 2 portals per player can exist, if you create one more then your oldest one will disappear. You can use other people's portals.

Have fun! :)

WOW!! Really cool!!!!!!
Title: Re: Portal - future tremulous mod?
Post by: ACKMAN on October 19, 2008, 11:37:19 am
Ermm... xD aliens can teleport too..


I found a bug... come server if you wanna see it
Title: Re: Portal - future tremulous mod?
Post by: googles on October 19, 2008, 02:38:35 pm
:| amanieu, the delay and portal rewrite wasn't needed, i was planning on setting up alot more stuff once i got a bbox :( the delay stops inf loops, which is what some players wanted from the start
Title: Re: Portal - future tremulous mod?
Post by: Syntac on October 19, 2008, 04:49:21 pm
Eh, TremFusion people? What do I have to do in order to set up a local server with this mod running?

(Apparently, the TF client is completely incapable of connecting to or detecting LAN servers.)
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 19, 2008, 06:03:27 pm
You need to compile game.qvm and put it in the correct folder (~/.tremulous/tremfusion/vm/game.qvm on linux)

Then start your client, switch to tremfusion mod and start a local server.
Title: Re: Portal - future tremulous mod?
Post by: Syntac on October 19, 2008, 06:22:44 pm
There seem to be some problems.
Title: Re: Portal - future tremulous mod?
Post by: APX on October 20, 2008, 04:37:28 am
May be you released new version of Tremfusion with integrate portal mod?)
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 20, 2008, 06:33:47 am
It's only available on the server atm, and it will change a lot in the near future, because I am actively working on it.
Title: Re: Portal - future tremulous mod?
Post by: fingered banana on October 20, 2008, 10:17:11 am
It is just the old teleporting... Portal is a different concept, it involves the renderer
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 20, 2008, 10:25:56 am
I could easily add renderer portals to the mod, but I won't for 2 reasons:
1) It will lag horribly
2) If you put a portal in front of another one, the game crash/locks up
Title: Re: Portal - future tremulous mod?
Post by: Lava Croft on October 20, 2008, 05:25:41 pm
1) That just means mappers will have to create maps specifically for this mod, with probably a reduced level of detail (impossible for 95% of the maps on this forum).
2) Just make it so that a portal cannot render what's 'inside' another portal.
Title: Re: Portal - future tremulous mod?
Post by: Asvarox on October 20, 2008, 06:53:44 pm
I've just played few games there with 3-5 ppl, and it's really funny and awesome. Still it's buggy, but... who cares? :)
Anyway... Personally i don't want "real" portal instead of repeater. I'd rather see some kind of black hole with lots of sparks around it
Title: Re: Portal - future tremulous mod?
Post by: ACKMAN on October 20, 2008, 07:22:11 pm
And the portals will have different colours depending of the player that made them
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 21, 2008, 01:09:51 am
Actually for the colors I was planning on doing like the real portal game: One blue and one orange. But maybe your idea is better. The only problem is running out of colors when there are 64 humans on the team.
Title: Re: Portal - future tremulous mod?
Post by: googles on October 21, 2008, 02:22:28 am
Amanieu, I've been talking with redsky, and he said he would take on the job, so no worries about models...
Title: Re: Portal - future tremulous mod?
Post by: APX on October 21, 2008, 04:47:04 am
It sounds great. Maybe it would be as great mod as idea.
Title: Re: Portal - future tremulous mod?
Post by: fingered banana on October 21, 2008, 08:14:00 am
I could easily add renderer portals to the mod, but I won't for 2 reasons:
1) It will lag horribly
2) If you put a portal in front of another one, the game crash/locks up
1) Depends on the implementation. However you can't do much about the implementation part unless you are willing the recode the quake 3 renderer
2) It would be a bug not a limitation. Limitation is one can only draw a few of the actual reflections( but a ""normal human being"" can not see all of the reflections anyway).

This is all the portal you can get from quake 3. Portals are not so great... kids like it, though.
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 21, 2008, 05:49:57 pm
We now how a portal gun! And we changed to model for portals to the telenode model. Instructions for portal gun:
Primary fire: Create portal #1
Secondary fire: Create portal #2
Third fire: Clear all portals

Join us at granger.tremfusion.net:30730!  ;)
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on October 21, 2008, 06:11:50 pm
Work this portal like the Portal in Half Life 2: Portal and Half Life 2: Episode 3?
Or will the portas only be normal teleporter like the ones in the Quake 4 Multiplayer?
Title: Re: Portal - future tremulous mod?
Post by: Lava Croft on October 21, 2008, 08:09:39 pm
http://video.google.com/videoplay?docid=-8058336897463815214
Title: Re: Portal - future tremulous mod?
Post by: Hendrich on October 21, 2008, 09:55:01 pm
Quote
http://video.google.com/videoplay?docid=-8058336897463815214
I don't care what anyone says, that game was just plain awesome on two white buns.  :)

Quote
Work this portal like the Portal in Half Life 2: Portal and Half Life 2: Episode 3?
Or will the portals only be normal teleporter like the ones in the Quake 4 Multiplayer?

Ummm, since your familiar with HL2 you must've heard of Gmod 9. It's like that Gmod 9 portal gun, but better as in the feel of the weapon and how easily it can be used to get through other portals.

Quote
Half Life 2: Episode 3


That game isn't released, and Valve didn't say anything about portals being in the game. -.-

Forget about HL2, lets get back to Mercury's awsome work here! ^^
Title: Re: Portal - future tremulous mod?
Post by: UniqPhoeniX on October 22, 2008, 09:04:42 am
Tried it out, it's awesome :P
There are some bad things tho. On transit I somehow managed to get 3 portals, so that 1 teleports to 2nd and 2nd and 3rd teleport back and forth.
Sometimes it seems that I get teleported without going in a portal, and it is possible to get invisible portals, not sure if these 2 are the same. It is possible to make traps (some kill with gravity) with 2 portals, for example 1 on ground and other on low ceiling right above it. From some it's possible to get out if you really try.
If you place 2 on ground in a high area, you keep gaining height as long as you keep getting teleported back and forth, however this can be useful.
Sometimes you get teleported to wrong portals.
Players who disconnect leave their portals behind.
For getting out of map, as this is more like a fun mod, this might not be a problem, but you may change it to have bboxes on the particles so that they can't go to where dretches can't.
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 22, 2008, 02:57:17 pm
3 portals: Fixed, I think
Teleported without going in a portal/invisible portal: That's because the portal is larger than the model, this will be fixed when we get a real model
Portal trap: That's part of the game :)
Gaining height: Yea that's intended
Wrong portal: Fixed, I think
Disconnect not clearing portals: Fixed, portals now cleared on death
Getting out of the map: Fixed
Title: Re: Portal - future tremulous mod?
Post by: MartinX3 on October 22, 2008, 03:08:41 pm
Quote
Work this portal like the Portal in Half Life 2: Portal and Half Life 2: Episode 3?
Or will the portals only be normal teleporter like the ones in the Quake 4 Multiplayer?

Ummm, since your familiar with HL2 you must've heard of Gmod 9. It's like that Gmod 9 portal gun, but better as in the feel of the weapon and how easily it can be used to get through other portals.

Quote
Half Life 2: Episode 3


That game isn't released, and Valve didn't say anything about portals being in the game. -.-

Forget about HL2, lets get back to Mercury's awsome work here! ^^
[/quote]

I had downloaded GMod 10 but there was no "special GMod Portal Gun".
Was it a Mod? I saw only a Mod for the Half Life 2: Portal Portal Gun.


And about Epdisode 3.
http://www.gamespot.com/news/6199380.html?tag=latestheadlines;title;5 (http://www.gamespot.com/news/6199380.html?tag=latestheadlines;title;5)
http://en.wikipedia.org/wiki/Half_Life_2_Episode_3 (http://en.wikipedia.org/wiki/Half_Life_2_Episode_3)

Episode 3 will play in the lost Aperture Science Center and the End of the Half Life Story. (Half Life 1 + Addons, Half Life 2, Episode 1+2+3)
After Episode 3 a game with the name Episode 4 or with the name Half Life 3 will come out with a new Story Line.

You can find this Infos in Google. ^^


But back to Topic.
The Portals should have different colours. And the first shoot should have a yellow luzy light an not a green Xael light. =)
Title: Re: Portal - future tremulous mod?
Post by: UniqPhoeniX on October 22, 2008, 08:53:13 pm
You can't make a normal portal on all surfaces... a good example is on karith. You can't make a portal on many surfaces there (mostly walls, tho you can wallwalk on those surfaces). It is possible to make invisible portals: if you shoot from a distance (or at a very small angle to the surface; it has to make that explosion effect), it creates an invisible portal. It isn't possible to appear out of an invisible portal, but they can teleport you to the other portal. So you can make invisible 1 way portals ;D tho that means you can't make fully working portals on floor in distance for example.
Title: Re: Portal - future tremulous mod?
Post by: googles on October 23, 2008, 02:28:16 am
Idea, limit the portal creation based on the portals bbox? NAOWUT

Also, amanieu, do dynamic tracing kthxbai
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 23, 2008, 03:17:40 am
Idea, limit the portal creation based on the portals bbox? NAOWUT
What do you mean?
Also, amanieu, do dynamic tracing kthxbai
Sure, give me your code so I can integrate it.
Title: Re: Portal - future tremulous mod?
Post by: googles on October 24, 2008, 03:03:59 am
Idea, limit the portal creation based on the portals bbox? NAOWUT
What do you mean?
Also, amanieu, do dynamic tracing kthxbai
Sure, give me your code so I can integrate it.

During the portal creation, make a trace check to see if a human can really use the portal, if not, disallow the creation of the portal at all

Dynamic tracing:

This was taken from my gravity gun tests

Code: [Select]
num = MDRIVER_RANGE;
  for( i = 0; i < num; i++ )
  {
  BG_FindBBoxForClass( ent->grav->client->ps.stats[ STAT_PCLASS ], mins, maxs, NULL, NULL, NULL );

  trap_Trace( &tr, muzzle, mins, maxs, end, ent->grav->s.number, MASK_SHOT );

trap_Trace( &tr2, muzzle, NULL, NULL, end, ent->grav->s.number, MASK_SHOT );

if( tr.fraction == 1.0f && tr2.fraction == 1.0f )
{
VectorCopy( tr.endpos, ent->grav->client->ps.origin );
VectorCopy( tr.endpos, ent->grav->r.currentOrigin );
}
  }

MDRIVER_RANGE = game units to trace
mins = mins for bbox for tracing
maxs = maxs for bbox for tracing
ent->grav = entity we will be working with...

I know this is a horrid way to do a gravity gun, so don't tell me what i already know.
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 24, 2008, 06:45:10 am
Holy shit that's a lot of traces :o
Title: Re: Portal - future tremulous mod?
Post by: gimhael on October 24, 2008, 07:20:56 am
@googles: Just out of curiosity: Why do you compute the same traces num times ? I mean the body of the loop doesn't depend on i and neither muzzle nor end seem to be updated...

@Amanieu: I tried it on tremfusion test server and it looks really good, only thing I don't like is that you can stick portals to buildables. Is that intended or will you remove that in a later patch ?
Title: Re: Portal - future tremulous mod?
Post by: googles on October 25, 2008, 12:56:26 am
Errrrrrr i must have taken out the part of that, the loop would try one trace after another, to see if we can possibly fit the bbox from start to finish..basically

Also note: that was ripped from direct function, no shit the muzzle and stuff won't be updated because i didn't post the whole function!

Code: [Select]
num = MDRIVER_RANGE;
  for( i = 0; i < num; i++ )
  {
  BG_FindBBoxForClass( ent->grav->client->ps.stats[ STAT_PCLASS ], mins, maxs, NULL, NULL, NULL );

AngleVectors( ent->client->ps.viewangles, forward, right, up );

CalcMuzzlePoint( ent, forward, right, up, muzzle );
SnapVectorTowards( tr.endpos, muzzle );
VectorMA( muzzle, i, forward, end );

  trap_Trace( &tr, muzzle, mins, maxs, end, ent->grav->s.number, MASK_SHOT );

trap_Trace( &tr2, muzzle, NULL, NULL, end, ent->grav->s.number, MASK_SHOT );

if( tr.fraction == 1.0f && tr2.fraction == 1.0f )
{
VectorCopy( tr.endpos, ent->grav->client->ps.origin );
VectorCopy( tr.endpos, ent->grav->r.currentOrigin );
}
  }

Happy now? that is the direct code, the previous one i took the end calculation out...
Title: Re: Portal - future tremulous mod?
Post by: gimhael on October 25, 2008, 07:15:28 am
Yes, now the loop makes sense. So you basically don't make a trace that covers the whole distance, but make several smaller "steps" of increasing length until you hit an obstacle.
Title: Re: Portal - future tremulous mod?
Post by: googles on October 25, 2008, 09:40:51 pm
Quite the reverse. I make traces in *steps* to see if i can fit the bbox( player bbox, w/e) in the endpos of the trace, so i can move the bbox closer if there isn't enough room beyond that...
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 26, 2008, 03:33:39 am
Use a binary search, it's more efficient
Title: Re: Portal - future tremulous mod?
Post by: Drakotsu on October 26, 2008, 03:49:27 am
Cant wait till this mod is released =D.
Keep up the good work, Amanieu, Googles.
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on October 27, 2008, 01:22:03 pm
My dynamic tracing code:
Code: [Select]
#define PORTAL_MINRANGE 20.0f
#define PORTAL_MAXRANGE 100.0f

// Check if there is room to spawn
VectorCopy(portal->r.currentOrigin, origin);
VectorCopy(portal->s.origin2, dir);
for (i = PORTAL_MINRANGE; i < PORTAL_MAXRANGE; i++) {
VectorMA(origin, i, dir, end);
trap_Trace(&tr, origin, NULL, NULL, end, portal->s.number, MASK_SHOT);
if (tr.fraction != 1.0f)
return;
trap_Trace(&tr, end, other->r.mins, other->r.maxs, end, -1, MASK_PLAYERSOLID);
if (tr.fraction == 1.0f)
break;
}
if (i == PORTAL_MAXRANGE)
return;
Title: Re: Portal - future tremulous mod?
Post by: googles on October 28, 2008, 03:12:28 am
Sounds fail to me, heres mine :)

Code: [Select]
// Lets do a loop to see how far we have to go out before we can spawn the bbox there
num = MAX_RANGE;
  for( i = 0; i < num; i++ )
  {
// Lets trace to see where we are going to spawn the entity
VectorMA( origin, i, dir, end );
trap_Trace( &tr, origin, mins, maxs, end, other->s.number, MASK_SHOT );
trap_Trace( &tr2, origin, NULL, NULL, end, other->s.number, MASK_SHOT );

// Lets make sure we can go there first!
if( tr.fraction == 1.0f && tr2.fraction == 1.0f )
{
// Go to the trace end, add the player bbox, and check if we're still in the portal...
VectorAdd( tr.endpos, other->r.mins, tmins );
  VectorAdd( tr.endpos, other->r.maxs, tmaxs );

if( trap_EntityContact( tmins, tmaxs, mate ) )
{
continue;
}

foundSpot = qtrue;

// Copy the end trace to the players origin
trap_UnlinkEntity( other );
VectorCopy( tr.endpos, other->client->ps.origin );
VectorCopy( tr.endpos, other->r.currentOrigin );
trap_LinkEntity( other );
break;

}
}

Amirite?
Title: Re: Portal - future tremulous mod?
Post by: Roanoke on December 21, 2008, 12:34:43 am
Is this actually implemented anywhere (this specific mod or another portal mod)?

Que 'Nice necro' comments in 3...2...1...
Title: Re: Portal - future tremulous mod?
Post by: Hendrich on December 21, 2008, 12:48:19 am
Quote
Que 'Nice necro' comments in 3...2...1...
LIFT OFF!

Hey, so, whats the progress on this mod so far?
Title: Re: Portal - future tremulous mod?
Post by: Syntac on December 21, 2008, 04:37:43 am
Last I checked, the TremFusion team had got this working pretty well.
Title: Re: Portal - future tremulous mod?
Post by: Roanoke on December 22, 2008, 06:12:20 am
Well, if it's on the tremfusion test server, how do I use it?
Title: Re: Portal - future tremulous mod?
Post by: Syntac on December 22, 2008, 12:21:44 pm
You go to the TremFusion test server, duh. Or you can download the source from wherever it is and build it yourself (your mileage may vary).
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on December 22, 2008, 03:35:01 pm
It's not on the Test server anymore. It's nearly complete, all we need now are some good portal models and then we can release the mod.
Title: Re: Portal - future tremulous mod?
Post by: Roanoke on December 22, 2008, 09:32:37 pm
You go to the TremFusion test server, duh. Or you can download the source from wherever it is and build it yourself (your mileage may vary).
I meant how do I use the portals. =/
It's not on the Test server anymore. It's nearly complete, all we need now are some good portal models and then we can release the mod.
Ah, cool. Looking forward to seeing it.
Title: Re: Portal - future tremulous mod?
Post by: Drakotsu on December 27, 2008, 11:39:05 pm
Hey if you guys dont mind using already-made models I think this looks pretty nice:

Page 1; The bottem left model looks pretty nice:
http://www.wemakemaps.com/mapmodels.htm

Good luck, cant wait to play the mod :).
Title: Re: Portal - future tremulous mod?
Post by: Roanoke on December 28, 2008, 12:58:44 am
I'd think something more along the lines of bottom right.
Title: Re: Portal - future tremulous mod?
Post by: Amanieu on December 28, 2008, 09:32:22 pm
I like the bottom left one. What license is this under?
Title: Re: Portal - future tremulous mod?
Post by: lavacano201014 on December 28, 2008, 10:05:35 pm
Hey if you guys dont mind using already-made models I think this looks pretty nice:

Page 1; The bottem left model looks pretty nice:
http://www.wemakemaps.com/mapmodels.htm

Good luck, cant wait to play the mod :).

Bottom left for the wall portals (skinnable!), and bottom right for human Emergency RTB Destination buildable (call it the Field-To-Base Module or something). Aliens can use the Hovels for that, they're worthless for anything but a free barricade atm anyway
Title: Re: Portal - future tremulous mod?
Post by: Kingnickolas on February 07, 2010, 04:55:52 pm
solutions(maybe?):

1. i wasnt planning on using the portal method, just the main idea. I could create a blackhole looking thing and call it the wormhole gun
2. i wouldnt use the given teleporter function, id use the function that the !switch command uses
3. see 1
4. see 2
5. i would assign a name above everyones portal
6. check my comments below
7. as i said before, this isnt meant for balanced its just a little project i would like to do

Comments: think of it this way..this gun would be able to shoot teleporter holes, meaning if you step into it, it will instantly teleport you to the other hole. If there is only one portal then if you step into it, you will be teleported back out of it :)

oh you mean like portal the game? thats sweet!
Title: Re: Portal - future tremulous mod?
Post by: mooseberry on February 07, 2010, 06:02:54 pm
NECRO: Did you notice the post you quoted was from almost 2 years ago? And that the last post in this thread was from December 2008? Your reply was entirely pointless to, I'm glad you think it's cool.
Title: Re: Portal - future tremulous mod?
Post by: ACKMAN on February 07, 2010, 07:23:08 pm
Also, the mod was finished. Then died.
Title: Re: Portal - future tremulous mod?
Post by: Kingnickolas on April 25, 2010, 03:49:12 am
Oh, that sucks. Then why is it still up? Can I still use the mod? If so how?
Title: Re: Portal - future tremulous mod?
Post by: SlackerLinux on April 25, 2010, 04:06:55 am
Oh, that sucks. Then why is it still up? Can I still use the mod? If so how?

http://code.google.com/p/tremshift/ - googles version of the mod you'll have to compile it yourself etc
Title: Re: Portal - future tremulous mod?
Post by: Kingnickolas on April 25, 2010, 04:15:36 am
Never mind, its not worth it. There's probably no one online using it anyways. Oh well, back to korx.
Title: Re: Portal - future tremulous mod?
Post by: vyrus911 on November 23, 2010, 10:08:04 am
Oh, that sucks. Then why is it still up? Can I still use the mod? If so how?

http://code.google.com/p/tremshift/ - googles version of the mod you'll have to compile it yourself etc

Excuse the necropost, but I'm curious about this mod.
I played it once on trem, but at the time wasn't really into
developing stuff. I checked out the googlecode site, and
downloaded the source, but when i compiled and tested it it didn't
really work....
All i got was a qvm that only has certain buildings ect, and some
screwy bugs ( for instance when you're ckit+ you cannot sell weapon )

I'd like to know if anyone from the googlecode site knows how to get it
working  ;D

I wouldn't mind putting this mod under a cvar, so you can activate it
from maplog and therefore create a specific map for it, but that's only
if I could get it working...