farhaven Posted April 6, 2007 Hi people. Yesterday and today I fooled around a bit with DECORATE and ACS and got a translocator device,very similar to the one found in UT. Primary fire fires a locatordisk and secondary fire teleports the player to the disk. The mod should be multiplayer compatible. the mod,along with a demo level (MAP01) is available here I'd like to receive comments,suggestions and (almost) any kind of critizism :) yours,farhaven 0 Share this post Link to post
Craigs Posted April 6, 2007 Looks cool. I hate to break it to you though, but this has already kinda been done. Someone else made a portal gun for Doom. 0 Share this post Link to post
farhaven Posted April 6, 2007 yeah,I know,I started doing this mod after I tried the portal gun because I felt those portals were some kind of uncomfortable and i wanted to do it the UT way instead of the Halflife way :) 0 Share this post Link to post
EANB Posted April 6, 2007 The only problem I see is that you can occasionally be(temporarly)stuck in walls. Looks great though. 0 Share this post Link to post
farhaven Posted April 6, 2007 in most of the "I am stuck in a wall" cases it helps to "dance around a bit",by which I mean walking forward and turning a bit. I tried to overcome this problem by giving the disk a greater radius,but that leaded to problems when launching it. 0 Share this post Link to post
Vegeta Posted April 6, 2007 You're the man. Are you the author of the weapon sprite? Most probably you already know, but it serves as a gun as you can also telefrag monsters, and if you know what you do you can kill a cyber faster than with the BFG. Great work! EDIT: Toying around I have killed the Icon of Sin with this, and without nocliping mode. 0 Share this post Link to post
Tango Posted April 6, 2007 http://tango.dmclub.org/other/translocator.wad Since rapidshare sucks :P Awesome, though. I would love you if you made another map specifically for this. :) 0 Share this post Link to post
SyntherAugustus Posted April 7, 2007 Vegeta said:You're the man. Are you the author of the weapon sprite? Most probably you already know, but it serves as a gun as you can also telefrag monsters, and if you know what you do you can kill a cyber faster than with the BFG. Great work! EDIT: Toying around I have killed the Icon of Sin with this, and without nocliping mode. NMN/Paul made that iirc. Check the DRDTeam forums. http://forum.drdteam.org/viewtopic.php?t=2379 0 Share this post Link to post
farhaven Posted April 7, 2007 yep,the weapon sprite is by someone from the drd forums,the only thing i did was recoloring it a little bit. i am continously working on the demo level,so there will be improvements soon,as well as I'm thinking of making one episode (7 to 9 maps) specifically for the translocator. Maybe we can make a little contest from speedrunning the map (as with the portal gun map),my best time was 38 seconds. 0 Share this post Link to post
Ed Posted April 7, 2007 I like this one more than the HL2esq version. Lots of fun. Wish it could work in multiplayer. 0 Share this post Link to post
farhaven Posted April 7, 2007 well,it's supposed to. unless two players fire their translocator disks in the exact same tic,everything should work fine,though I haven't tested it so far. 0 Share this post Link to post
Dutch Doomer Posted April 7, 2007 Nice work I haven't got an clue how to teleport to the other side of the lavapool I feel dumb now. 0 Share this post Link to post
Ichor Posted April 7, 2007 farhaven said:in most of the "I am stuck in a wall" cases it helps to "dance around a bit",by which I mean walking forward and turning a bit. I tried to overcome this problem by giving the disk a greater radius,but that leaded to problems when launching it. Maybe you could make it so that you'd teleport a tiny bit behind the sprite. 0 Share this post Link to post
Shadow Dweller Posted April 7, 2007 dutch devil said:Nice work I haven't got an clue how to teleport to the other side of the lavapool I feel dumb now. you have to set a secondary fire control. 0 Share this post Link to post
Dutch Doomer Posted April 7, 2007 Ah Dumb Devil didn't assigned an key to the secondary fire, got it working cool stuff. 0 Share this post Link to post
Da Spadger Posted April 8, 2007 The only problem i found, apart from getting stuck in walls, is that it's sometimes hard to see the translocator beacon. I ended up teleporting right into a lava pool since i wasn't sure if it was in the lava or not. Perhaps you should try a slightly bigger sprite, or having the sprite always fully lit. (Like lost souls, you always see them, even if the room is completely dark.) 0 Share this post Link to post
Xaechireon Posted April 8, 2007 Can you upload that somewhere other than RapidShare? I can't download anything from them. 0 Share this post Link to post
printz Posted April 8, 2007 I think the translocator would need limited ammo, otherwise it's unfair to kill Cyberdemons and especially Spiderdemons for no ammo at all, any time. 0 Share this post Link to post
farhaven Posted April 8, 2007 i first intended to give it limited ammo,but then it would be a pain in the arse to place the beacon correct if you're unused to the thing. I am currently working on implementing an auto refilling ammo,which give the player new ammo for the translocator every few seconds,so they need only 1 to 4 shots available. Teleporting a bit behind the beacon is a great idea,as well as making the beacon sprite full lit,I'll try to add that. 0 Share this post Link to post
printz Posted April 8, 2007 farhaven said:it would be a pain in the arse to place the beacon correct if you're unused to the thing.Maybe it could use a targetting red spot. 0 Share this post Link to post
Tango Posted April 8, 2007 Xaechireon said:Can you upload that somewhere other than RapidShare? I can't download anything from them. http://tango.dmclub.org/other/translocator.wad :) 0 Share this post Link to post
farhaven Posted April 8, 2007 does anyone know what state an item is in if it's inside a player's inventory? [edit] nevermind,i solved the problem 0 Share this post Link to post
farhaven Posted April 8, 2007 so here we go,another version done. I added one corridor to the demo map and changed it's layout a little bit. I as well made the sprites for the beacon always be fullbright and bigger. The translocator now uses ammo, 5 disks are "delivered",they get refilled after a short period of time (70 tics = 2 seconds). Now uploaded to MEGAUPLOAD.COM due to problems with rapidshare Once again,I ask you to comment on this thing 0 Share this post Link to post
Mithral_Demon Posted April 9, 2007 You may have added ammo for it, but there is ONE HUGE DEAL about this, though it's great, it can be used for cheating. Shoot at wall, tele, shoot SAME wall, tele, shoot one more time, tele, now outside of map, the same applies to big nearly unreachable areas, use it on a OPEN ledge, the tele disk be on top, tele, and now your even higher then before (i.e: Map 30- Doom 2, going straight into where Icon is.). <edit> Meaning if your by that tall ledge, and your crosshair is lookin at a wall, it'll tele you to it's ledge (if it has one). 0 Share this post Link to post
Torn Posted April 9, 2007 Mithral_Demon said:You may have added ammo for it, but there is ONE HUGE DEAL about this, though it's great, it can be used for cheating. Shoot at wall, tele, shoot SAME wall, tele, shoot one more time, tele, now outside of map, the same applies to big nearly unreachable areas, use it on a OPEN ledge, the tele disk be on top, tele, and now your even higher then before (i.e: Map 30- Doom 2, going straight into where Icon is.). <edit> Meaning if your by that tall ledge, and your crosshair is lookin at a wall, it'll tele you to it's ledge (if it has one). Heh, a full doom2 run could be intersting to watch, if the player uses this thing in it. 0 Share this post Link to post
farhaven Posted April 9, 2007 well,i know of these facts and i'm currently working on a fix for these,which means i'll change the beacons a bit,maybe two different actors for a flying beacon and for one on the ground,where the ground beacon has a radius which is about the same as a player's radius which would mean the player wouldn't be teleported into walls 0 Share this post Link to post
farhaven Posted April 9, 2007 I got yet another version working,I implemented Ichor's great idea of offsetting the player a little bit, now you won't get teleported into the wall even if you're standing right in front of it and fire the beacon. Here it is 0 Share this post Link to post
Ichor Posted April 10, 2007 I thought as much. It should be slightly offset along the path of the projectile, not along the line of sight with the current player position, since you'll probably move around after you launch it, and there's a chance you'll get stuck in a wall anyway. A minor detail, but it should prevent you from being stuck in a wall...oh, about 90% of the time. Also, as Csonicgo mentioned in the news thread, that thing really needs to have autoaim removed. As it is now, the only way you'll be able to telefrag that imp is from the platform the blue key is on. 0 Share this post Link to post
farhaven Posted April 10, 2007 i'm afraid there's no way of making a weapon ignore autoaim,at least the ZDoom wiki didn't reveal any flags which have to do with autoaim. On the second remark (well,actually it was the first,but anyway): sorry,my bad,that was definitly a failure in my tests, i'll fix that as soon as possible. 0 Share this post Link to post