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Portal - future tremulous mod?

Started by googles, March 12, 2008, 10:36:54 PM

MartinX3

QuoteWork 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.

QuoteHalf 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://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. =)

UniqPhoeniX

#151
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.

googles

Idea, limit the portal creation based on the portals bbox? NAOWUT

Also, amanieu, do dynamic tracing kthxbai

Amanieu

Quote from: googles on October 23, 2008, 02:28:16 AM
Idea, limit the portal creation based on the portals bbox? NAOWUT
What do you mean?
Quote from: googles on October 23, 2008, 02:28:16 AM
Also, amanieu, do dynamic tracing kthxbai
Sure, give me your code so I can integrate it.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

googles

Quote from: Amanieu on October 23, 2008, 03:17:40 AM
Quote from: googles on October 23, 2008, 02:28:16 AM
Idea, limit the portal creation based on the portals bbox? NAOWUT
What do you mean?
Quote from: googles on October 23, 2008, 02:28:16 AM
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


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.

Amanieu

Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

gimhael

#156
@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 ?

googles

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!


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...

gimhael

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.

googles

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...

Amanieu

Use a binary search, it's more efficient
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Drakotsu

Cant wait till this mod is released =D.
Keep up the good work, Amanieu, Googles.

Amanieu

#162
My dynamic tracing code:

#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;
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

googles

Sounds fail to me, heres mine :)


// 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?

Roanoke

Is this actually implemented anywhere (this specific mod or another portal mod)?

Que 'Nice necro' comments in 3...2...1...

Hendrich

QuoteQue 'Nice necro' comments in 3...2...1...
LIFT OFF!

Hey, so, whats the progress on this mod so far?

Syntac

Last I checked, the TremFusion team had got this working pretty well.

Roanoke

Well, if it's on the tremfusion test server, how do I use it?

Syntac

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).

Amanieu

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.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Roanoke

Quote from: 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).
I meant how do I use the portals. =/
Quote from: 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.
Ah, cool. Looking forward to seeing it.

Drakotsu

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 :).

Roanoke

I'd think something more along the lines of bottom right.

Amanieu

I like the bottom left one. What license is this under?
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

lavacano201014

Quote from: 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 :).

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
Dacă tăceai filosof rămâneai.

Ascultă cu urechile, vezi cu ochii, dar taci cu gura.

You new or something?

Kingnickolas

Quote from: googles on March 13, 2008, 12:22:05 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 :)

oh you mean like portal the game? thats sweet!

mooseberry

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.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

ACKMAN

Also, the mod was finished. Then died.

Kingnickolas

Oh, that sucks. Then why is it still up? Can I still use the mod? If so how?

SlackerLinux

Quote from: 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?

http://code.google.com/p/tremshift/ - googles version of the mod you'll have to compile it yourself etc
Slackware64 13.1
SlackersQVM/