[IDEA] PortalGun mod

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Postby Alex » Sat Nov 17, 07 9:32 am

I doubt it, native errors are annoying. They have prevented me from building a few modifications as well.
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Postby Osiris » Sat Nov 17, 07 9:36 am

theres got to be a way... nobody's mod doesn't have native problems.
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Postby Alex » Sat Nov 17, 07 9:49 am

But Nobody is a better coder... ever thought of that?
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Postby Osiris » Sat Nov 17, 07 9:51 am

ive never doubted that. Never in my life. Ive said as much whenever such a situation has come up. I never said that I myself could figure it out, but that there had to be a way.
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Postby ~ô¿ô~Nobody~ » Sat Nov 17, 07 12:50 pm

Guys, keep cool!

An assert expression causes the game to crash, as soon as the assert condition returns false.
So assert (1 == 1) would never cause the game to crash.

Native asserts are very VERY annoying. It was the cause that made me stop the MTL153 project.
You can try to isolate the problem, though.
i.e. adding debug log messages into your code and watching, how many of that messages are still printed, before the game goes boom.
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Postby ~[R2K]D-BLOCK~ » Sat Nov 17, 07 11:10 pm

Nobody can you find the capture the flag mod on your computer? 8) They say you have it. :shock:
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Postby Osiris » Sat Nov 17, 07 11:45 pm

im fairly certain that the problem is with setlocation. The same problem came up with the other portal mod. Almost exactly. Is there a seperate Setlocation or something?

Sorry sheek, but thats a PM kinda thing :D
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Postby ~[R2K]D-BLOCK~ » Sat Nov 17, 07 11:46 pm

Nah its my fault shouldnt have went off topic. Soz for ignoring your topic.
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Postby Osiris » Sat Nov 17, 07 11:49 pm

thats ok :D im not annoyed, just letting you know!

For the sake of support, i will attach the buggy script for those to look at and ponder. I know its a little hodge-podge, but it works.

Update:
-Circles are destroyed when plkayer dies/throws gun, but stay when player d'cs
-Entering Yellowcircle to blue somehow preserves velocity, but blue to yellow doesn't. Dosn't make sense as the portals are created the same way :/

Another thing is the game can go on for 1/2 hour before problem, or 1 minute. the last time the player entered fresh server, put one portal on ground, one on roof, and jumped in. Crash., The server wasn't up even 2 minutes.
Attachments
PortalGun_A1.zip
BUGGY release - Causes server crash randomly
(9.65 KiB) Downloaded 642 times
Last edited by Osiris on Sat Nov 17, 07 11:53 pm, edited 3 times in total.
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Postby Survive. » Sun Nov 18, 07 12:05 am

Hmm, thanks downloaded :D

Going to test it out now. Will give you a reply. :)

Should you add a readme file to it?
Last edited by Survive. on Sun Nov 18, 07 12:06 am, edited 1 time in total.
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Postby Osiris » Sun Nov 18, 07 12:07 am

its not a compiled package, and not for server use. therefore no readme needed.
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Postby Osiris » Tue Nov 20, 07 8:49 am

OK fixed it all up, back to menial bugs.
Im ready to do a sans-gfx release, but for a few bugs.

right now, i am transferring velocity via this code:
Code: Select all
Other.Velocity=(HitNormal*VSize(Other.Velocity));

Other is the player, Hitnormal was saved from when the gun shot the portal.
Somehow the players velocity gets killed?
I added some logs and heres an example of what was spat out one portal on roof one on ground:
Code: Select all
ScriptLog: 0.000000,0.000000,-1560.609253
ScriptLog: -0.000000,-0.000000,1560.609253
ScriptLog: -0.000000,-0.000000,-1.000000

Line 1 is Players Vel before teleport
line 2 is after
line 3 is the exit threshhold's Hitnormal value.

If in this configuration i then move the roof's portal beside the floor portal, i get this:
Code: Select all
ScriptLog: 6.016088,-3.140287,-2515.590576
ScriptLog: -0.000000,-0.000000,2515.599609
ScriptLog: -0.000000,-0.000000,1.000000


Mind you, the bug only happens after a change of the hitnormal.
Other than this, the mod is ready for a sans-gfx release.
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Postby Survive. » Wed Nov 21, 07 10:47 pm

Nice one.

So servers do not crash any more?

:D

I think that is what I do not have to make mods... Patients!
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Postby Osiris » Thu Nov 22, 07 2:57 am

yes, the crash error has been fixed. :D
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Postby ~[R2K]D-BLOCK~ » Sat Nov 24, 07 8:23 am

Can't wait to try it.
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Postby Osiris » Sat Nov 24, 07 8:27 am

well, im currently adding a bugtracker to my site, so i can better follow bugs in the system, and so that others can add things to be fixed as well... after that, im going to ignore the velocity bug and release it as a complete, yet gfx-less and slightly bugged mod, tho i don't want to.
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Postby {17}Ales » Sat Nov 24, 07 2:06 pm

Hmm I made a portal gun once awhile back in fact. I'm suprised that no one knows about it :(

Anyway for anyone that once to try it out here it is:
Controls:
Activate Suck=LaserToggle
Destroy Portals=ScopeToggle
Change entrance Portal=Change Ammo

Portal use:
Just fire once and then fire again. You will also have portals go into a loop so if you keep firing it will keep making the portals one after another.(you will know what I mean)

Summon is:

summon Portal_V3.portalgun

EntityReborn wrote:right now, i am transferring velocity via this code:
Code:
Other.Velocity=(HitNormal*VSize(Other.Velocity));

In lay mans terms this means...
Speedy thing comes in non-Speedy thing comes out.
Attachments
Portal_V3.zip
PortalGun
(140.76 KiB) Downloaded 692 times
Last edited by {17}Ales on Sat Nov 24, 07 2:09 pm, edited 1 time in total.
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Postby {17}agentsmith » Sat Nov 24, 07 7:23 pm

yeah Ales's mod owns :D
maxtor01 wrote:Yea virtual memory! the head seeks STRONG left and right and THE command makes you have to reboot when your eatmemmed. so u may have to repair windows if it screws up install and i didnt say he could shut it down (my uncle is arrogent). and i BACK up like no tomorrow!
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Postby {17}Ales » Sat Nov 24, 07 7:55 pm

Thanks mate ;)

But im sure I can make it a bit more efficient with better features.
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Postby Osiris » Sun Nov 25, 07 3:15 am

Yeh, thanks for completely hijacking my thread. I can see you really respect others coding skills by introducing the fact that you made a mod, within anothers mod post. Yep. <GG>
At least its good to see you didn't use my script.
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Postby ~[R2K]D-BLOCK~ » Sun Nov 25, 07 3:20 am

That was totally wrong. That was a bitch move.:evil:
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Postby Osiris » Sun Nov 25, 07 7:05 am

{17}Ales wrote:
EntityReborn wrote:right now, i am transferring velocity via this code:
Code:
Other.Velocity=(HitNormal*VSize(Other.Velocity));

In lay mans terms this means...
Speedy thing comes in non-Speedy thing comes out.

Wrong. First of all, JimBown gave this very code to me. If you feel you're a better coder than him, well... that remains to be seen. I challenge you to find a better method than this, given the structure of the mod i have.
Secondly, Say I place two portals on the ground, and THEN jump in? Its fine. I end up flying through the air, to end up re-entering the portal and exit the other, flying again. One on the wall and one on the ground = I've catapulted myself all the way across DXMP_Area51Bunker, after haveing built up velocity from exiting the wall portal and moving the floor portal as i near the ground. The code works. Theres just something funky with how the rest of the code reacts to certain changes.

You want laymans terms? Here you go, as far as i understand it.

Other.Velocity=(HitNormal*VSize(Other.Velocity));
Set the players velocity to (the vectoral size of the original velocity, but rotated to use hitnormal as a base, not ground/gravity.)
Last edited by Osiris on Sun Nov 25, 07 7:11 am, edited 2 times in total.
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Postby {17}agentsmith » Sun Nov 25, 07 10:00 am

EntityReborn wrote:Yeh, thanks for completely hijacking my thread. I can see you really respect others coding skills by introducing the fact that you made a mod, within anothers mod post. Yep. <GG>
At least its good to see you didn't use my script.


he was infromiing you that he had also made a portal gun which might save you the trouble of doing one or help you with yours
i think saying he hijacked it is harsh
maxtor01 wrote:Yea virtual memory! the head seeks STRONG left and right and THE command makes you have to reboot when your eatmemmed. so u may have to repair windows if it screws up install and i didnt say he could shut it down (my uncle is arrogent). and i BACK up like no tomorrow!
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Postby {17}Ales » Sun Nov 25, 07 7:05 pm

I might help you if you can tell me where exactly this code is going, is it in the portal class or something?
I did something similar to what your trying to do somewhere in my portals. If I can find those codes ill be happy to post 'em.[/code]
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Postby Osiris » Sun Nov 25, 07 7:35 pm

Well, coming into another coder's thread and introducing your mod isn't exactly respectful, and quite tacky actually. As for the code, feel free to have a look at the current. Kinda of messy at the moment, but for the most part it works.
As I have said before, i don't care about others seeing or using my code, just give credit, and ask questions all you want.
Attachments
PortalGun_A1.rar
Full source, buggy
(29.55 KiB) Downloaded 675 times
Last edited by Osiris on Sun Nov 25, 07 7:36 pm, edited 1 time in total.
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Postby {17}Ales » Sun Nov 25, 07 7:57 pm

I would have thought you might have been happy to what others could do and what you could do to beat theirs. Anyway im not the first person to have made a portal gun, Allan made a one aswell.
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Postby {17}agentsmith » Sun Nov 25, 07 8:03 pm

EntityReborn wrote:Well, coming into another coder's thread and introducing your mod isn't exactly respectful, and quite tacky actually. As for the code, feel free to have a look at the current. Kinda of messy at the moment, but for the most part it works.
As I have said before, i don't care about others seeing or using my code, just give credit, and ask questions all you want.



it is nothing of the sort, he was trying to give you help which i presume is why you posted here in the first place?
if you dont want help then thats fine but dont critisize others who are trying to help
maxtor01 wrote:Yea virtual memory! the head seeks STRONG left and right and THE command makes you have to reboot when your eatmemmed. so u may have to repair windows if it screws up install and i didnt say he could shut it down (my uncle is arrogent). and i BACK up like no tomorrow!
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Postby {17}Ales » Sun Nov 25, 07 8:06 pm

Looking at your source I have a feeling declaring you PHYS type is changing the physics and reseting your velocity. I didnt really doubt the code Jim gave you but I was just following on what you said.

So...
Code: Select all
            Other.SetPhysics(PHYS_FALLING);
            Other.Velocity=(thresh.HitNormal*VSize(Other.Velocity));
            break;


Should be...
Code: Select all
           
            Other.Velocity=(thresh.HitNormal*VSize(Other.Velocity));
            break;

Try it like that.
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Postby Osiris » Sun Nov 25, 07 8:32 pm

will do.
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Postby Osiris » Sun Nov 25, 07 11:45 pm

{17}agentsmith wrote:
EntityReborn wrote:Well, coming into another coder's thread and introducing your mod isn't exactly respectful, and quite tacky actually. As for the code, feel free to have a look at the current. Kinda of messy at the moment, but for the most part it works.
As I have said before, i don't care about others seeing or using my code, just give credit, and ask questions all you want.



it is nothing of the sort, he was trying to give you help which i presume is why you posted here in the first place?
if you dont want help then thats fine but dont critisize others who are trying to help

my posting here in the first place wan't for help. it was to announce my mod. thus the [IDEA] tag? problems developed after the thread was well under way.
Last edited by Osiris on Sun Nov 25, 07 11:46 pm, edited 1 time in total.
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