[Mod] Portalgun V6.37 [portalgun]

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mrob27
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Re: [Mod] Portalgun 3

by mrob27 » Post

william341 wrote:I've put your mod on the MPI showcase!
You can find it here: http://minetestplayerinitative.github.io/mods/
That link doesn't work, also "github.io" appears to not be a real site, and none of the major search engines has even heard of "minetestplayerinitative".

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AiTechEye
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Re: [Mod] Portalgun 3

by AiTechEye » Post

404
There isn't a GitHub Pages site here.

im working on v4, it will be a really big update with a next to perfect control over the portals and a lot of new stuff & fixes :D

checkout the portal test server (when its online) until its done

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mrob27
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Re: [Mod] Portalgun 3

by mrob27 » Post

UjEdwin wrote:404
There isn't a GitHub Pages site here.

im working on v4, it will be a really big update with a next to perfect control over the portals and a lot of new stuff & fixes :D

checkout the portal test server (when its online) until its done
Oh hey I figured it out. They spelled the URL wrong. (Why?!?!? That's so much harder than copy/paste) It should be:

http://minetestplayerinitiative.github.io/mods/

@UjEdwin, your mod is great, thanks for coming back to it. I was going to do some of that stuff but ran out of steam.

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Re: [Mod] Portalgun 4

by AiTechEye » Post

V4: big update!

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Andrey01
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Re: [Mod] Portalgun V5 [portalgun]

by Andrey01 » Post

Nice mod, but for what does it use?

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AiTechEye
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Re: [Mod] Portalgun V5 [portalgun]

by AiTechEye » Post

Its the portal gun + stuff that works with mesecons

portalgun for MC: https://www.youtube.com/watch?v=i1Fl4JtKd3E&t=24
I dont playing MC, but anyway
mesecons viewtopic.php?t=628

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AiTechEye
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Re: [Mod] Portalgun V6 [portalgun]

by AiTechEye » Post

More portal stuff added:
Sign X: turns blue/X when off or orange/V on
Close player portal: closing near players portals on singnal
Portal targets: put on your blue portal on blue or orange on orange to activate the block(s)
Mesecon door: only mesecons singnals can open the door
Toxic water: the source kills you in 1 secund
Warntape: decoration, but still usefull
Sign number: its basicly 2 blocks, click one of them to change its number

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TheReaperKing
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Re: [Mod] Portalgun V6 [portalgun]

by TheReaperKing » Post

My students are loving this mod and I showed a little 2nd grader the portal and she knows nothing of Portal so needless to say she was quite amazed! Thanks for making this awesome mod!
-Mike
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Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids

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Re: [Mod] Portalgun V6 [portalgun]

by AiTechEye » Post

Nice to hear you are appreciate it :-)

(i think i spend more about 8 hours on the update in yesterday)

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Re: [Mod] Portalgun V6 [portalgun]

by zargulthewizard » Post

What happened to turret guns? I like the addition of warning tape (having downloaded this a long time ago), but really miss turret guns. Aside from that, Praise The LORD for this mod! Thank you so much!
May God be with you, always.

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TechNolaByte
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Re: [Mod] Portalgun V6 [portalgun]

by TechNolaByte » Post

I think that a turret gun wouldn't be to hard to derive from the turret gun in the cammo modpack
but not sure if AiTechEye is still working on tis mod
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Re: [Mod] Portalgun V6.1 [portalgun]

by AiTechEye » Post

i dont working on it, and had to remove models due licensing stuff, so it was no idea to keep the turret.

but here it is again, made by a nodebox model, it was a lot of mess with it, so i skiped the black color

#removed old .env
#coverted to UTF-8 without bom

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Re: [Mod] Portalgun V6.1 [portalgun]

by zargulthewizard » Post

Licensing. Gets you every time. Well, I guess they need their paycheck. They actually have a very small profit margin, you know. Walmart makes like 4 cents on a gallon of milk.

Is it illegal to use the models from the old version since I already have them?

Anyway, thank you! Model looks pretty sad compared to the original, but for a handmade nodebox its great! BTW I remember altering the code to make the turrets fall like sand. My goal was to make them fall through portals, and I think it worked. If it didn't it was because the bullets launched from the wrong position.

Entirely aside: if I manually made a Chell skin, could I post it? Like, the graphics quality would probably be too low to identify anything strictly... Except maybe the long fall boots.
May God be with you, always.

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Re: [Mod] Portalgun V6.1 [portalgun]

by AiTechEye » Post

I don't know if them is illegal, but don't take risks

i had an idea about to add laser to the turrets, and make it work with portals, but then its no limit of coding mess

if you feel to remake or do something with the mod, then i will not limit you, its just good :)

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Re: [Mod] Portalgun V6.1 [portalgun]

by zargulthewizard » Post

Right. So, is it illegal to copy the turret manually? Or is this what you already did? Like, we're these licensed models, or did you create them?
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Re: [Mod] Portalgun V6.1 [portalgun]

by AiTechEye » Post

I dont know what the old models is licensed under, just dont use those to be on the safe side.

code & textures doesnt matter

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Re: [Mod] Portalgun V6.1 [portalgun]

by zargulthewizard » Post

AiTechEye wrote:I dont know what the old models is licensed under, just dont use those to be on the safe side.

code & textures doesnt matter
Understood. Will try to find the license though. Somehow.
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Re: [Mod] Portalgun V6.1 [portalgun]

by zargulthewizard » Post

Turrets should be entities in my opinion. Cause in Portal you can pick them up with the gun. But anyway. Mobile version shoots portals in the direction I'm faxing rather than what I'm touching. Can I fix this?
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Re: [Mod] Portalgun V6.1 [portalgun]

by j224 » Post

Hello,

Looking at potentially using this mod with some students (age 7-11). Is there a reason for the 40 seconds limit for the portals? Is there a way to keep them active longer?

Thanks.

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Re: [Mod] Portalgun V6.1 [portalgun]

by zargulthewizard » Post

Turret bug discovered. Easy fix. The position trigger for shooting is off to the Sir by half a node.

Remembered a desire from long ago that these portals would work with liquids. I do see a potential danger in a portal getting pinned behind fresh obsidian, but I think this could be outsmarted.

Please add liquid compatibility.
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Re: [Mod] Portalgun V6.2 [portalgun]

by AiTechEye » Post

Finally i found how to create textures from blender.

so here is 2 frech turret models + blend file if someone want to use it to something

Fixes maybe comes later, for some reason it currently feels hard to code anything.
40s lime is just a powersaving, cuz portals is using much power
you can change it in ini.lua portalgun_lifelime = 1200 is default

When it's CC0 like this one,you can do whatever you want with the mod and its content
e.g remake, take code/textures/models, include in your stuff. it doesn't matter

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Re: [Mod] Portalgun V6.2 [portalgun]

by zargulthewizard » Post

Beautiful, beautiful turrets! Thank you!

Will try to post specific fix to target bug.
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Re: [Mod] Portalgun V6.2 [portalgun]

by zargulthewizard » Post

Okay. I've got the fix, but also have a problem.

Add 0.5 to x and z in the detected object's position (I think it's named "a").

The problem is that powerball targets do not appear to work. Yes, mesecons is installed and other components of the portal mod function fine (so far). The powerball just bounces off like the target is a normal block. Will try some stuff. Maybe the same problem as the turrets. Meanwhile, I still think turrets should be lua entities if possible. Thank you for this mod!
May God be with you, always.

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Re: [Mod] Portalgun V6.3 [portalgun]

by Isja Krass » Post

maybe you can add GlaDOS from portal 2.

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AiTechEye
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Re: [Mod] Portalgun V6.3 [portalgun]

by AiTechEye » Post

i will try, but so far i made new portalgun models.

you can craft it to palceable too.

i will fix the place flash later

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