Author Topic: Human teleporter  (Read 10542 times)

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Human teleporter
« on: October 29, 2008, 05:50:17 am »
What about a teleport buildable? It looks like a telenode/medipad, and pressing 'c' on it will teleport you to the next one. Press 'c' again to go to the next one in the cycle.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Human teleporter
« Reply #1 on: October 29, 2008, 06:27:54 am »
See the portal mod by me and google
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Re: Human teleporter
« Reply #2 on: October 29, 2008, 01:13:52 pm »
I think either one of ris's things or tremx had telenodes / eggs transport you.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Human teleporter
« Reply #3 on: October 29, 2008, 03:08:30 pm »
Madcat had that iirc
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

+ OPTIMUS +

  • Posts: 1098
  • Turrets: +263/-164
Re: Human teleporter
« Reply #4 on: October 29, 2008, 03:16:36 pm »
and the Hovel portals by ==Troy==
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

Lava Croft

  • Guest
Re: Human teleporter
« Reply #5 on: October 29, 2008, 04:46:10 pm »
Your stupid fucking ideas are making me wonder why are you are not actually playing Tremulous, instead of thinking about it.

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #6 on: October 29, 2008, 11:28:21 pm »
Your stupid fucking ideas are making me wonder why are you are not actually playing Tremulous, instead of thinking about it.
I am sincerely and most deeply sorry that I am trying to improve a game I play.

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: Human teleporter
« Reply #7 on: October 30, 2008, 12:04:07 am »
I think the implication in Lava's post is that you are thinking of all these interesting ideas, and yet not even trying to implement them yourself. The general feeling around here tends to be that you should not post an idea if you haven't already given it some effort (or done a quick forum search to see if someone else already has).

Of course, I could be wrong, seeing as my Lava Croft 101 class was cut short when the professor ran away.
« Last Edit: October 30, 2008, 12:07:00 am by Syntac »

Hendrich

  • Posts: 898
  • Turrets: +168/-149
    • TremCommands
Re: Human teleporter
« Reply #8 on: October 30, 2008, 12:31:19 am »
Quote
Your stupid fucking ideas are making me wonder why are you are not actually playing Tremulous, instead of thinking about it.

Some positive stuff right there if you can infer through the hate. :P

Yea, the idea was already thought up and used in a handful of mods. Try the portal  mod, its the best! ^^

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: Human teleporter
« Reply #9 on: October 30, 2008, 01:10:39 am »
Your stupid fucking ideas are making me wonder why are you are not actually playing Tremulous, instead of thinking about it.
I am sincerely and most deeply sorry that I am trying to improve a game I play.

Maybe get to know the game and the community first before coming up with ideas that have already been discussed several times or have already been implemented.

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #10 on: October 30, 2008, 03:13:52 am »
This is the only idea discussed previously so far.
None of my ideas are implemented.
I rest my case.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Human teleporter
« Reply #11 on: October 30, 2008, 04:09:25 am »
Implement them yourself pl0x.
spam spam spam, waste waste waste!

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #12 on: October 30, 2008, 04:45:59 am »
If that was the de facto logic, then this forum would have one topic: A sticky with the message of "Feature suggestions? Not allowed. Implement them yourself, we don't care about the community's ideas."

Undeference

  • Tremulous Developers
  • *
  • Posts: 1254
  • Turrets: +122/-45
Re: Human teleporter
« Reply #13 on: October 30, 2008, 06:38:45 am »
It is stupid to tell people to "do it yourself" when they suggest things. Occasionally there are suggestions that may be worth exploring or at least contemplating. It would be better instead to tell people the obvious: read stickies; look in likely places; search; don't make suggestions until you better understand the game—those kinds of things.

Raonoke, the de facto logic has as much to do with actual logic as most user suggestions. But that doesn't mean you should stop making suggestions. That's partly why this exists.
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Archangel

  • Guest
Re: Human teleporter
« Reply #14 on: October 30, 2008, 01:48:51 pm »
Let's build a telenode in the alien base and move ALL the troopers over!

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: Human teleporter
« Reply #15 on: October 30, 2008, 08:32:47 pm »
No one listens to me...

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #16 on: October 30, 2008, 11:30:01 pm »
So the general feeling is that people should first try and implement their ideas and THEN ask for them in the features section?

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: Human teleporter
« Reply #17 on: October 31, 2008, 12:11:38 am »
You interpreted that almost correctly. The meaning was that you should try to implement it yourself. If you can't, ask for it (and make sure to say you tried). If you can start it, but don't know how to finish it, ask for help. Finally, if you finish it on your own, post it up as your own work and people will offer suggestions, criticism, etc.

Posting an idea and not even trying to do it yourself (or searching to see if it's already been done), implies laziness. People around here don't like to see laziness, and will flame it mercilessly. Everyone's done it at some point. Call it..."forceful advice".

tl;dr version: Before posting an idea and asking other people to implement it for you, try it yourself. And for heaven's sake, use the search function.

Hendrich

  • Posts: 898
  • Turrets: +168/-149
    • TremCommands
Re: Human teleporter
« Reply #18 on: October 31, 2008, 12:31:41 am »
Some people here have 'search button deficiency syndrome'. You know, SBDS.

==Troy==

  • Posts: 440
  • Turrets: +65/-67
Re: Human teleporter
« Reply #19 on: October 31, 2008, 12:35:39 am »
You interpreted that almost correctly. The meaning was that you should try to implement it yourself. If you can't, ask for it (and make sure to say you tried). If you can start it, but don't know how to finish it, ask for help. Finally, if you finish it on your own, post it up as your own work and people will offer suggestions, criticism, etc.

Posting an idea and not even trying to do it yourself (or searching to see if it's already been done), implies laziness. People around here don't like to see laziness, and will flame it mercilessly. Everyone's done it at some point. Call it..."forceful advice".

tl;dr version: Before posting an idea and asking other people to implement it for you, try it yourself. And for heaven's sake, use the search function.


Actually Ill have to disagree with the "implement yourself then suggest part". There is a way around it, Roanoke, in your case, you have asked something which was implemented and thought of many times before (hovelports, tremx nodeports, google's portal mod(which is going very-very nicely), and many-many threads and posts concerning the issue) and obviously you get flamed due to the reason "This newbie thinks he is a genius".

The best attempt of pushing your ideas through would be to get to know the game, and mainly get to know the community, earn the "respect" (or rather just show that you know something about the game) and then you can comment or just slip your ideas into the posts. (Optimus was the one to suggest to make the hovelports, and the only thing I did was to just implement them, since I liked the idea and found it interesting to code).  Or even easier, discuss them on IRC channel.


Other than that, the only way to get a positive feedback is to either present already made code, or start asking specific questions which are going to help you to implement your idea.

In general, there aren't many coders around, most of them are either busy with RL, or already have project(s) on which they spend most of their trem time, and its very unlikely that someone will attempt to implement your idea, especially with 1.2 pending (for several <sarcasm>"years"</sarcasm> already) :)
« Last Edit: October 31, 2008, 01:26:09 am by ==Troy== »

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #20 on: October 31, 2008, 02:18:41 am »
Well, I'd like to restate that so far, this was the only idea already thought of. That being said, I have almost 0 clue how to go about C++. My experience is unfortunately limited to PHP. So, as should be apparent now, I am in no shape to try and implement an idea before requesting.

SlackerLinux

  • Spam Killer
  • *
  • Posts: 555
  • Turrets: +41/-62
Re: Human teleporter
« Reply #21 on: October 31, 2008, 02:58:30 am »
Well, I'd like to restate that so far, this was the only idea already thought of. That being said, I have almost 0 clue how to go about C++. My experience is unfortunately limited to PHP. So, as should be apparent now, I am in no shape to try and implement an idea before requesting.

if you know php then c isnt such a leap anyway this idea has already been done in tremx.
Slackware64 13.1
SlackersQVM/

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #22 on: October 31, 2008, 06:52:27 pm »

Well, I'd like to restate that so far, this was the only idea already thought of.
... anyway this idea has already been done in tremx.
I think I got that down by now.

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: Human teleporter
« Reply #23 on: October 31, 2008, 09:58:27 pm »
Well, I'd like to restate that so far, this was the only idea already thought of. That being said, I have almost 0 clue how to go about C++. My experience is unfortunately limited to PHP. So, as should be apparent now, I am in no shape to try and implement an idea before requesting.
Tremulous is written in C, not C++. I made that mistake once. Went out, got a book on C++, and then...damn, I blew ten bucks.

Anyway. My other point, that you should search before posting this sort of thing, still stands. You have a lot of great ideas, and I'm sure you'll go far in the community, but the first order of business is to earn a modicum of respect.

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #24 on: October 31, 2008, 11:59:58 pm »
Anyway. My other point, that you should search before posting this sort of thing, still stands.
I haven't argued with that though.

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: Human teleporter
« Reply #25 on: November 01, 2008, 12:03:31 am »
I never said you did. ;) It's just something you should consider in the future, so people won't laugh at you.

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: Human teleporter
« Reply #26 on: November 01, 2008, 12:17:44 am »
Ah, ok.

Luigi1

  • Posts: 227
  • Turrets: +86/-21
Re: Human teleporter
« Reply #27 on: November 02, 2008, 04:30:30 pm »
a human teleported would just end with rants farming it like crazy