Author Topic: Portal - future tremulous mod?  (Read 124566 times)

_-+|[A]|+-_

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Re: Portal - future tremulous mod?
« Reply #120 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.
People tell me to use the search button, why should i. When i type in Titty's some random stuff about entitty's come up >_>

Redsky

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Re: Portal - future tremulous mod?
« Reply #121 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!
« Last Edit: June 09, 2008, 12:59:14 pm by Redsky »
Happy New Year Everybody! : signature adequate once a year.

Divmax

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Re: Portal - future tremulous mod?
« Reply #122 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.
I'm a developer for the following projects(now I'm inactive) :
TremWars's QVMNot updated anymore
TremWars's Client and Server Executable
TremWars's QVM 2

Redsky

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Re: Portal - future tremulous mod?
« Reply #123 on: June 30, 2008, 06:09:14 pm »
what happend? the whole thing stopped?... was my model useless after all? :-[
Happy New Year Everybody! : signature adequate once a year.

googles

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Re: Portal - future tremulous mod?
« Reply #124 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.

TinMan

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Re: Portal - future tremulous mod?
« Reply #125 on: July 10, 2008, 05:55:49 am »
PPS: what a QVM?
Quake Virtual Machine - a file that mods are usually implemented in.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Amanieu

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Re: Portal - future tremulous mod?
« Reply #126 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! :)
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< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

APX

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Re: Portal - future tremulous mod?
« Reply #127 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!!!!!!

ACKMAN

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Re: Portal - future tremulous mod?
« Reply #128 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

googles

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Re: Portal - future tremulous mod?
« Reply #129 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

Syntac

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Re: Portal - future tremulous mod?
« Reply #130 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.)
« Last Edit: October 19, 2008, 04:51:13 pm by Syntac »

Amanieu

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Re: Portal - future tremulous mod?
« Reply #131 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.
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< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Syntac

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Re: Portal - future tremulous mod?
« Reply #132 on: October 19, 2008, 06:22:44 pm »
There seem to be some problems.
  • Buildables look like they're still being built.
  • View zooms in and out when I enter the console.
  • When I join humans, I'm really short.
  • Doing /devmap atcs, for example, results in a "Bad corpsenum: -1" error.

APX

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Re: Portal - future tremulous mod?
« Reply #133 on: October 20, 2008, 04:37:28 am »
May be you released new version of Tremfusion with integrate portal mod?)

Amanieu

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Re: Portal - future tremulous mod?
« Reply #134 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.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

fingered banana

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Re: Portal - future tremulous mod?
« Reply #135 on: October 20, 2008, 10:17:11 am »
It is just the old teleporting... Portal is a different concept, it involves the renderer

Amanieu

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Re: Portal - future tremulous mod?
« Reply #136 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
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Lava Croft

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Re: Portal - future tremulous mod?
« Reply #137 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.

Asvarox

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Re: Portal - future tremulous mod?
« Reply #138 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
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

ACKMAN

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Re: Portal - future tremulous mod?
« Reply #139 on: October 20, 2008, 07:22:11 pm »
And the portals will have different colours depending of the player that made them

Amanieu

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Re: Portal - future tremulous mod?
« Reply #140 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.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

googles

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Re: Portal - future tremulous mod?
« Reply #141 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...

APX

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Re: Portal - future tremulous mod?
« Reply #142 on: October 21, 2008, 04:47:04 am »
It sounds great. Maybe it would be as great mod as idea.

fingered banana

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Re: Portal - future tremulous mod?
« Reply #143 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.

Amanieu

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Re: Portal - future tremulous mod?
« Reply #144 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!  ;)
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

MartinX3

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Re: Portal - future tremulous mod?
« Reply #145 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?

Lava Croft

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Hendrich

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Re: Portal - future tremulous mod?
« Reply #147 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! ^^
« Last Edit: October 21, 2008, 09:56:56 pm by Hendrich »

UniqPhoeniX

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Re: Portal - future tremulous mod?
« Reply #148 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.

Amanieu

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Re: Portal - future tremulous mod?
« Reply #149 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
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P