Author Topic: Portal - future tremulous mod?  (Read 124565 times)

MartinX3

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Re: Portal - future tremulous mod?
« Reply #150 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://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

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Re: Portal - future tremulous mod?
« Reply #151 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.
« Last Edit: October 22, 2008, 09:38:20 pm by UsaKilleR »

googles

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Re: Portal - future tremulous mod?
« Reply #152 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

Amanieu

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Re: Portal - future tremulous mod?
« Reply #153 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.
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< 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 #154 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.

Amanieu

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Re: Portal - future tremulous mod?
« Reply #155 on: October 24, 2008, 06:45:10 am »
Holy shit that's a lot of traces :o
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< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

gimhael

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Re: Portal - future tremulous mod?
« Reply #156 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 ?
« Last Edit: October 24, 2008, 07:23:51 am by gimhael »

googles

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Re: Portal - future tremulous mod?
« Reply #157 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...

gimhael

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Re: Portal - future tremulous mod?
« Reply #158 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.

googles

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Re: Portal - future tremulous mod?
« Reply #159 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...

Amanieu

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Re: Portal - future tremulous mod?
« Reply #160 on: October 26, 2008, 03:33:39 am »
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

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Re: Portal - future tremulous mod?
« Reply #161 on: October 26, 2008, 03:49:27 am »
Cant wait till this mod is released =D.
Keep up the good work, Amanieu, Googles.

Amanieu

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Re: Portal - future tremulous mod?
« Reply #162 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;
« Last Edit: October 27, 2008, 01:24:11 pm by Amanieu »
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 #163 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?

Roanoke

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Re: Portal - future tremulous mod?
« Reply #164 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...

Hendrich

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Re: Portal - future tremulous mod?
« Reply #165 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?

Syntac

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Re: Portal - future tremulous mod?
« Reply #166 on: December 21, 2008, 04:37:43 am »
Last I checked, the TremFusion team had got this working pretty well.

Roanoke

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Re: Portal - future tremulous mod?
« Reply #167 on: December 22, 2008, 06:12:20 am »
Well, if it's on the tremfusion test server, how do I use it?

Syntac

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Re: Portal - future tremulous mod?
« Reply #168 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).

Amanieu

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Re: Portal - future tremulous mod?
« Reply #169 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.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Roanoke

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Re: Portal - future tremulous mod?
« Reply #170 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.

Drakotsu

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Re: Portal - future tremulous mod?
« Reply #171 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 :).

Roanoke

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Re: Portal - future tremulous mod?
« Reply #172 on: December 28, 2008, 12:58:44 am »
I'd think something more along the lines of bottom right.

Amanieu

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Re: Portal - future tremulous mod?
« Reply #173 on: December 28, 2008, 09:32:22 pm »
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

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Re: Portal - future tremulous mod?
« Reply #174 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
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Kingnickolas

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Re: Portal - future tremulous mod?
« Reply #175 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!

mooseberry

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Re: Portal - future tremulous mod?
« Reply #176 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.
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ACKMAN

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Re: Portal - future tremulous mod?
« Reply #177 on: February 07, 2010, 07:23:08 pm »
Also, the mod was finished. Then died.

Kingnickolas

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Re: Portal - future tremulous mod?
« Reply #178 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?

SlackerLinux

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Re: Portal - future tremulous mod?
« Reply #179 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
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