[IDEA] PortalGun mod

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[IDEA] PortalGun mod

Postby Osiris » Tue Nov 13, 07 11:12 pm

For those of you who have played VALVe's new game, Portal, you know the greatness of bending physics and cheating space to solve puzzles. I am currently am thinking/researching a mod that will be somewhat of a conversion for DX to this end. A fully functional portalgun (minus the ability to see thru the portal, as i don't believe the Unreal engine can handle/support this), included with puzzlemaps to play in. I am currently hoping to develop both SP and MP versions. Please discuss and mention ideas in this thread.

I will require help from mappers and possibly support from other coders, and a full PortalGun model will be needed. Please help if you can.

My main thread will be located on my forums, here.
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Postby ~[R2K]D-BLOCK~ » Tue Nov 13, 07 11:48 pm

Cant wait for it. 8)
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Postby Tonnochi » Tue Nov 13, 07 11:51 pm

Yes, agreed.
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Postby Kaiden » Wed Nov 14, 07 2:10 am

Hm, like Allan's TeleportRifle?
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Postby Osiris » Wed Nov 14, 07 2:12 am

OMG no. this will be way more complex. have you ever played Portal?
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Postby Kaiden » Wed Nov 14, 07 2:21 am

Only the odd Flash version someone posted here lol.
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Postby Osiris » Wed Nov 14, 07 2:25 am

ahh. that would explain it. think of the flash one, only in 3d. preserve velocity while changing direction etc.
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Postby Osiris » Wed Nov 14, 07 4:04 am

AH! arlready ran into a problem. I need to modify the players velocity based on the perpendicular of the Face the portal is on. Heres a pix.
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Postby Alex » Wed Nov 14, 07 7:44 am

A portal gun was already made. You're too late. Try to catch up with all latest developments, before making something others already made.
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Postby Osiris » Wed Nov 14, 07 7:46 am

really? please post a link so i may see it.
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Postby Survive. » Wed Nov 14, 07 11:41 pm

Yey, thanks. At last, I have requested this a few times but no people accepted :(

=D
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Postby Tonnochi » Wed Nov 14, 07 11:54 pm

We need links to a portal.
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Postby Alex » Thu Nov 15, 07 7:54 am

Hmm... not sure where to find it. I'm sure there was a portalgun released before... It might even be by you? xD
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Postby Osiris » Thu Nov 15, 07 8:00 am

That one WAS by me. But served a different purpose and even had a fatal bug: it crashed servers, with a bug sourced from the engine i believe. That code will not be used here, and the design of this version shal be fairly different. the visual aspect of the portals shall be along a plane, ie a wall instead of a point in space, liked the Ringed entrances to the other mod. Much as like the game portal. I have most of the code done, with the exception of changing the velocity of the player as mentioned above. All thats left is that one coding part, plus somehow ignoring the players keybinds and remapping the mousebuttons, then the visuals.
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Postby Osiris » Fri Nov 16, 07 8:09 am

For those that are here, and care, Alpha testing of the Gun is now going down in my Entitys Lair Server. Graphics are not done, but the main coding of the gun is. Come and join!

Edit: well thats over, and a few bugs were spotted, but things look good. Thanks to all who came to test with a good heart.

Bugs:
-View reset (due to being based on portals rotation)
-Reload-Scope bug-when pressing reload and scope, the players view is locked into scope mode.
-Cleanup from dead players- Placemarker Gfx left behind, not deleted.
-Laggy transition (mentioned by only a few)
-Telefrag

i can't remember any more, but Allan or any others that tested saw others, please note them here.
Last edited by Osiris on Fri Nov 16, 07 11:10 am, edited 2 times in total.
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Postby Tonnochi » Fri Nov 16, 07 12:29 pm

You should keep the original sound for the portal gun.
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Postby Allan » Fri Nov 16, 07 12:38 pm

Ah, I remember one:

- Due to using Touch for the portal activation, shooting a portal directly underneath yourself whilst standing still needs you to either move off it, then back on it, or jump on it to activate it for the player.

Not sure how you could fix this mind you, but I think there is a check for if two objects are colliding somewhere. If you use that, and firing the gun makes the player and the portal collide, you can get the gun to call Touch on the portal when it's shooting.

EG:

Code: Select all
if(whatever the check for 2 objects colliding is (Check the player and the latest moved portal)==true)
{
    portalvariable.Touch(playervariable);
}


Naturally, replace the variable/callback names with what you need.
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Postby ~ô¿ô~Nobody~ » Fri Nov 16, 07 4:14 pm

There's a new version of your portal gun?
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Postby Osiris » Fri Nov 16, 07 10:02 pm

Yup, importing the sounds was one thing already on the to-do list.
Allan, what i will do is when the portal is made, do a radius actors searching if Owner is in range. if so, call touch.
Nobody! long time no see! This mod is not entirely related to my old version. That was bugged, and also the mechanics differed slightly. IE you could not mount on wall and create a loop from wall to floor with sideways velocity.This is more geared to mimic Portal, includijng puzzlemaps, and the portalgun will not be the only object in the mod. I will create EnergyBalls, as well as Sockets, Buttons, Maybe even the companion Cube! :D The thing is i will need a team of mappers and modellers, as well as help from coders when i get stuck. Nice to see you again bud!
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Postby Baleout » Fri Nov 16, 07 10:22 pm

If you want puzzlemaps etc you will need to create a texture or something else that doesn't allow a portal to be placed on it.
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Postby Osiris » Fri Nov 16, 07 10:25 pm

I had that in mind as well.
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Postby Osiris » Fri Nov 16, 07 10:42 pm

Remembered another one. Non-player actors dont go through.

Current list is:
-Nonplayer actors not transported (fixed - only tracers will not go through)
-View reset (due to being based on portals rotation)
---This is a problem as when the portal is tilted, i want the view along the hitnormal, losing Z, but when on the ground, i want to leave the view alone. Not too sure how to do, as i can't seem to get an IF working in reguards to HitNormal.
-Reload-Scope bug-when pressing reload and scope, the players view is locked into scope mode. (fixed)
-Cleanup from dead/dc'd players- Placemarker Gfx left behind, not deleted.
-Laggy transition (mentioned by only a few)
-Telefrag (fixed)
- Due to using Touch for the portal activation, shooting a portal directly underneath yourself whilst standing still needs you to either move off it, then back on it, or jump on it to activate it for the player. (Fixed)
-Portal doesn't attach to movers.

Also trimmed down filesize by using pcx format instead of bmp lol.
Last edited by Osiris on Fri Nov 16, 07 11:07 pm, edited 3 times in total.
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Postby Osiris » Sat Nov 17, 07 1:00 am

:S

Code: Select all
Warning: Other object in slot
Warning: This is: PortalGun DXMP_Area51Bunker.PortalGun1
Warning: Other is: Class Engine.NetPendingLevel
Critical: appError called:
Critical: Assertion failed: LinkedObjects[k]->IsValid() [File:D:\prj\Clean\Core\Src\UnClass.cpp] [Line: 677]
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: UStruct::CleanupDestroyed
Critical: (Class DXMTL152b1.MTLNSF)
Critical: CleanupRefs
Critical: ULevel::CleanupDestroyed
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop


Any idea WTF this means?
I keep GPFing the server with random errors. IE no two are the same.

One guy (i think he was the one who created the crash) had created a portal on the sky (yellow i think) and one on ground then jumped through. I believe it was him because i picked up the first portal, and the third hadn't picked one up. as the portalgun is #1, i think it was the guy that jumped through.

And sorry for the triple post, but they are seperate ideas.
Last edited by Osiris on Sat Nov 17, 07 1:08 am, edited 2 times in total.
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Postby Kaiden » Sat Nov 17, 07 4:06 am

Wow an error message that explains itself haha:

Warning: Other object in slot
Warning: This is: PortalGun DXMP_Area51Bunker.PortalGun1
Warning: Other is: Class Engine.NetPendingLevel

Still dunno what that means though.

Idea sounds good!
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Postby Alex » Sat Nov 17, 07 9:18 am

That sucks. A native GPF. You fucked something up badly. Good luck finding out what you did wrong :lol:
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Postby Osiris » Sat Nov 17, 07 9:21 am

i got similar problems with the portal mod. I THOUGHT it was native. Any ideas ppl?
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Postby Alex » Sat Nov 17, 07 9:23 am

It is native. And you broke a 'rule'. You crashed because of an assertion. An assert is like this:
Code: Select all
assert(1 == 1);

Don't know if the statement should be true or false to make it crash, as I almost never use assert.
But either way, inside the assert there is an statement, and if either true or false comes out, it crashes/does nothing.
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Postby Osiris » Sat Nov 17, 07 9:25 am

so the magical line would be here
Code: Select all
Critical: Assertion failed: LinkedObjects[k]->IsValid() [File:D:\prj\Clean\Core\Src\UnClass.cpp] [Line: 677]


Care to look at the code? My mods shall always be opensource, but ill post it buggy-tagged
Last edited by Osiris on Sat Nov 17, 07 9:26 am, edited 1 time in total.
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Postby Alex » Sat Nov 17, 07 9:26 am

Line 677 is inside UnClass.cpp, a native source. You cannot look at it, thus you cannot know what is wrong.
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Postby Osiris » Sat Nov 17, 07 9:31 am

yes but you can take a look at my code and maybe find a way around it? this came up in my other portal mod too..
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