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PortalGun

Posted: Fri 04 Nov , 2011 11:46 am
by PALADIN

Image

Re: PortalGun

Posted: Fri 04 Nov , 2011 11:55 am
by giZmo
Nice....i vote for replacing the Translocator with the Portal Gun on BWCTF 8-)

Re: PortalGun

Posted: Fri 04 Nov , 2011 12:16 pm
by PALADIN
giZmo wrote:Nice....i vote for replacing the Translocator with the Portal Gun on BWCTF 8-)
In comparison with portals translocator is a nice hideable, exclusivly personal tool.
Plus translocator can kill opponents and it have camera too btw.

Re: PortalGun

Posted: Fri 04 Nov , 2011 1:21 pm
by Azarael
Omg, that is AWESOME! Who made that?

Re: PortalGun

Posted: Fri 04 Nov , 2011 1:26 pm
by iZumo
Very interesting.

Re: PortalGun

Posted: Fri 04 Nov , 2011 3:04 pm
by PALADIN
Azarael wrote:Omg, that is AWESOME! Who made that?
Shambler, who made the the UT99 mutator of the same name. Code and some example maps can be downloaded at his official page.
Also, I think its based on the native warpzone mechanics, so this portals will not pass hitscan shooting, projectiles will pass it with XYZ Rotation reseted to zero (f.e. rox will fly correct direction but sideways oriented), it will not transfer splash and volumetric momentum, it will render the "other side" area w/o its fog and it will not show yourself in first person view mode. The more important that this can cause many problems up to game crash at the zones with antiportals. All WarpZones issues can be read here. But, its mustbe allows to launch a portal trought a portal as its a projectile (while Valve's portal dont allows to shoot a portal trought itself as I remember).
From the other side, almost all this issues can be fixed after some amount of code work (except we will never make it teleport vehicles partially except teleport them entirely).
But maybe we can use it only for teleporting players Pawn while forcingly block projectiles transfering.

Added:

Its even have some tweak settings. According to that the low portal framerate at the video is not strict.

[PortalGun.pgPortalGunMut]
bForceMinimumGrowth=False
DefaultPortalSize=1.000000

[PortalGun.pgPortalDecal]
FramerateDivider=4

Re: PortalGun

Posted: Fri 04 Nov , 2011 3:33 pm
by Takeo
This tool is kinda old and used by many Building servers, as well.
Using it in ctf mode will make the game very fast, don't you think? ;)

1. Place portal at own base
2. get the flag
3. make the second portal and jump through it^^

Still a very good tool which even works with emitters and projectiles ;)

Re: PortalGun

Posted: Fri 04 Nov , 2011 3:37 pm
by PALADIN
Incredible! I just reviewed its code, author made everything from scratch! Looks like it already can even transfer vehicles (sure just only entirely) including flying ones copying its physics like vehicleteleporter at RaceTown do.
A huge amount of work already done and looks like mustbe working.
Sending a portal trought an another portal is locked but can be unlocked :twisted:
But I didnt find any handling of hitscans, looks like these are still undone, maybe we can do that (f.e. like its noted in the comments to the wiki page I referred above).
Takeo wrote:1. Place portal at own base
2. get the flag
3. make the second portal and jump through it^^
4. Flag dropped before teleporting or even reseted as lost in warpspace (I mean programming this np) ;)

Re: PortalGun

Posted: Fri 04 Nov , 2011 3:56 pm
by giZmo
Perfect for camping (some guys call it extreme defense) too.

Place the first portal near the flag and take the second one with you. So if you hear the "Red flag taken"
place your second Portal go back and cam...sorry defend your Flag. ;)

Re: PortalGun

Posted: Fri 04 Nov , 2011 4:17 pm
by iZumo
That's regular tactic too with trans (used heavilly on iCTF):

1) place a disk at ur base
2) hear flag taken sound
3) tele (usually behind the carrier)
4) pwn him