Sorry I haven't spoke in a while, Real Life (TM) tended to stop me posting.
Anywho, what is the trouble with seamless transportation in TF?
If I remember correctly, in classic Quake transporters were used quite often in user levels to ease level design.
Or is it the whereabouts of the transporter that's the problem?
Seamless Transportation
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- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
Ah, friend, that is not the teleportation of which we speak. We speak of somewhat of a portal, where you can't even tell you are being transported to another spot, where you can SEE into the other "room" and walk as if it were connected. You are supposed to have NO idea that there is any transport going on.
It shouldn't be too bad, we would just have to use "landmarks", and merely preserve momentum and whatnot of the player/monster/object being transported. Using the landmarks, we can then accurately transport the transportee to the proper relative location, effectively making the transition unnoticable. The only problem might be opening a whole new visportal-can of whoopass.
-Slink
It shouldn't be too bad, we would just have to use "landmarks", and merely preserve momentum and whatnot of the player/monster/object being transported. Using the landmarks, we can then accurately transport the transportee to the proper relative location, effectively making the transition unnoticable. The only problem might be opening a whole new visportal-can of whoopass.
-Slink
Is this is, for example, like the same technique used in the original Blood when going in and out of water? The "transportation" was seamless as you've described, and utilized when floors on top of floors were needed that you could see through (ie. an open trap door leading to a second floor beneath you).
One problem with the original Blood however, was that the monsters could not see YOU in these situations, even if you could clearly see THEM. You'd have to step through the "portal" before they'd take any notice. In keeping with the original Blood, will that remain in Transfusion, or will it be fixed?
Oh... and what about door kills? ha ha
One problem with the original Blood however, was that the monsters could not see YOU in these situations, even if you could clearly see THEM. You'd have to step through the "portal" before they'd take any notice. In keeping with the original Blood, will that remain in Transfusion, or will it be fixed?
Oh... and what about door kills? ha ha
- Slink
Not to be a dick, but...
- Posts: 1904
- Joined: Mon Aug 16, 2004 04:42 am
- Location: Niagara County, NY
No. This may not be possible in certain situations. This is why visportals would be absolutely necessary. Also, the silent teleporter would act incorrectly, unless you added some necessary code. See, the original teleporters place you right in the origin of the teleport target, and facing a certain angle. What we need is for this NOT to happen, for it to place you relative to a point, and HOPEFULLY, facing the same angle as you were when you entered the teleport field, conserving player momentum and etc.Desdinova wrote:Ah.
Instead of using a vis portal, couldn't we just recreate the first part of the room, and have a silent teleporter?
Yes.noy jitat wrote:Is this is, for example, like the same technique used in the original Blood when going in and out of water? The "transportation" was seamless as you've described, and utilized when floors on top of floors were needed that you could see through (ie. an open trap door leading to a second floor beneath you).
That depends...noy jitat wrote:One problem with the original Blood however, was that the monsters could not see YOU in these situations, even if you could clearly see THEM. You'd have to step through the "portal" before they'd take any notice. In keeping with the original Blood, will that remain in Transfusion, or will it be fixed?
-Slink