The Port-O-Launch Gun

Developer discussion of experimental fixes, changes, and improvements.

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Like the idea?

Yes
7
41%
No
10
59%
 
Total votes : 17

Postby TVR » Wed May 27, 2009 2:52 pm

The function of the portal gun isn't software patented!

It has been in prior art circa the 2004 UT portal gun mod, which is before Narbacular Drop was even released.
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Postby Alien » Wed May 27, 2009 4:24 pm

Yes, but it requires huge changes.
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Postby terencehill » Wed May 27, 2009 5:16 pm

Alien wrote:Yes, but it requires huge changes.


Maybe I'm not understanding well... what does require huge changes? Left-click to shot an in-portal, right-click to shot an out-portal? Is it so different from the port-o we have?
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Postby [-z-] » Wed May 27, 2009 6:02 pm

can't we have both? :-P
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Postby Flying Steel » Wed May 27, 2009 6:55 pm

I have voted yes, because there seems to be nothing wrong with the idea of it, in fact it is probably an improvement from the 'bounce' porto-launch.

If anyone ever tried implementing this though, I'd definitely recommend attaching it to the fuel system/limitation and/or significantly reducing the travel speed of the portopods for balancing purposes.
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Postby divVerent » Wed May 27, 2009 7:28 pm

It cannot be changed.

If portal placement were unrestricted, the porto couldn't be placed on any maps because it'd totally dominate the game. Put one portal at your base, put other portal at enemy base, win. The result would be that the porto could not be available AT ALL in regular games, and would be ONLY in race - but I wanted it to be in all game modes, this it can't be in a way that breaks them.

And no speed etc. balancing can prevent the game breakage, as you could simply WALK to the enemy base and place the second portal there.

By the current hard and restricted placement, the portal gun can be used in regular games like DM and CTF.

Also, this way, it can do easy telefragging: http://141.2.16.23/~polzer/temp/porto-and-rifle.avi
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Re: The Port-O-Launch Gun

Postby tundramagi » Wed May 27, 2009 8:07 pm

JakeDTH wrote:I sent this message to the Alien Trap developers, like more than a month ago, but no response. Send this message to them if you like the idea, or whatever. Either way, I thought people might want to discuss the idea.

*********************************************************************************
I think the Port-O-Launch gun should be more like the Portal gun on Half Life and the game "Portal." Do you think the developers would be able to make such a change?

I think if it were more like the Portal gun on Half Life, you would have a lot of Half Life gamers playing Nexuiz. More people gaming, the better.

Thanks for your time,
-Jake

*********************************************************************************


You want to have real portals (which can be seen through), rather than teleporters. Yes that was the aim, however portals are not supported by DP. Lordhavok, if he has time, would have to code that in if he wanted it.

If, however, you can code in C and have some knowlege of quake like 3d engines your help would be appreciated.

It's not that no one wants this feature (infact the portal gun tries to replecate the feature), it's just that it's not possible right now in the engine. Ofcourse it could be done, there just isn't anyone to do it right now (and won't be unless you or someone you know can implement the needed portals).

The other request (change in behavior) would make the porto gun a skillless weapon and unfun.
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Postby Alien » Wed May 27, 2009 9:11 pm

divVerent wrote:It cannot be changed.

If portal placement were unrestricted, the porto couldn't be placed on any maps because it'd totally dominate the game. Put one portal at your base, put other portal at enemy base, win. The result would be that the porto could not be available AT ALL in regular games, and would be ONLY in race - but I wanted it to be in all game modes, this it can't be in a way that breaks them.

And no speed etc. balancing can prevent the game breakage, as you could simply WALK to the enemy base and place the second portal there.

By the current hard and restricted placement, the portal gun can be used in regular games like DM and CTF.

Also, this way, it can do easy telefragging: http://141.2.16.23/~polzer/temp/porto-and-rifle.avi


Not necessarily if those portals could be destroyed (e.g. they had 10hp only) They would make assault much better (like it was in UT) allowing coordinated attacks. Telefragging would be nice strategy addition.


TerenceHill wrote:Maybe I'm not understanding well... what does require huge changes? Left-click to shot an in-portal, right-click to shot an out-portal? Is it so different from the port-o we have?

I think it is hard because you need to perform calculations whether portal can be placed somewhere or no (e.g. what happens when you shoot in the corner). Current portal, as you know can't be shot anywhere you like.
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Postby divVerent » Thu May 28, 2009 2:51 pm

No, that alone does not suffice. E.g. place in-portal at your base, have players wait around it. Enter enemy base, place out-portal, win.

It'd really make the game too easy.

Also, you don't need to perform calculations - the game does that for you. It's what the red and blue line are for.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Samual » Thu May 28, 2009 5:02 pm

I voted no.. Too hard to implement for what you get; A ripped off cheap and easy way to escape. Honestly it's just not appealing, I like the challenge of using the current one. And most of the race maps that use this gun would be worthless if changed.
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