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[Mod] Teleporters (linking finally updated) [teleporters]

PostPosted: Mon Nov 05, 2012 17:24
by Zeg9
This mod adds simple teleporters to the game.
Place a teleporter, and then place a second one to link them together.
Step on one, and you will be teleported to the other.

Depends on: default

Crafting:
Image

Screenshots (click to see at full size)
Image Image Image
License: WTFPL for code, textures and sound

Download:
Latest as a .zip
Latest as a .tar.gz
Or browse code on Github

Old versions
v0.3.1
v0.3
v0.2
v0.1 (has a bug)

Changelog for old versions: (see github commit log for an updated changelog)
0.3.1: added "going up" effect when you teleport; fixed a sound bug
0.3: changed the teleporter base crafting recipe; it now uses steel ingots
0.2: bug fix
0.1: initial release

Todo:
- Ability to change a teleporter's target with formspec
- Teleporter "owners"
- Animated texture ?

PostPosted: Mon Nov 05, 2012 19:14
by jordan4ibanez
Call them TF2 teleporters :D

PostPosted: Tue Nov 06, 2012 08:37
by qwrwed
Why not use iron ingots? That way, you don't have to go searching for lumps after installing this. +1 for the easy pairing though.

PostPosted: Tue Nov 06, 2012 08:54
by Zeg9
qwrwed wrote:Why not use iron ingots? That way, you don't have to go searching for lumps after installing this. +1 for the easy pairing though.


Well, the teleporter base block is orange, so it's more the color of the lumps than the ingots.
That said, it's a detail, I could use copper ingots (for moreores, would be an useless dependency...), or just change the texture color :P

EDIT: I think I'll just keep the old texture and put steel ingots :D
Thanks for your suggestion

EDIT2: updated :)

PostPosted: Fri Dec 21, 2012 03:28
by VanessaE
Mese behavior has changed:

http://minetest.net/forum/viewtopic.php?id=4154

You should probably switch to using the four of the new Mese Crystals for the "Mese Spiral" object, and two of the new Mese Blocks in the teleporter base recipe, in place of the old Mese objects.

PostPosted: Sat Dec 29, 2012 05:52
by jojoa1997
Can you update the teleport mod to be compatable with the mese change

PostPosted: Sat Dec 29, 2012 09:47
by Zeg9
Updated, see first post.

PostPosted: Mon Feb 25, 2013 18:13
by deivan
The abm make some trouble here... When the server is loading something the teleport don't work or work many times in roll maybe you change it to a punch method, maybe?

PostPosted: Fri Mar 08, 2013 19:27
by Zeg9
deivan wrote:The abm make some trouble here... When the server is loading something the teleport don't work os wokr many times in roll maybe you change it to a punch method, maybe?


Having it work via punching would fix some problems.
But teleporters are supposed to also move objects (mobs, items etc.)
Maybe activating them via mesecons would be a solution but not everyone wants to have mesecons.
Or maybe, when you punch the teleporter it should teleport anything that is on it, not the puncher.
Please tell me what you think :P

PostPosted: Fri Mar 08, 2013 21:34
by deivan
I already rewrite some parts of your mod and changed the method to punch, is better when the lag is fast and furious here. Well I changed the recipient to I change mese block to mese crystall and mese crystall to mese fragment, but is only a personal option... I made it before found many mese in my game then I thinking... This mese block need to much time to be obtained then I made the change in your mod. Now, with many NPC adepts of the pacifism running here mese source don't is a problem any more... :-P

Well, maybe the teleport act automatic with other things than players, and need punch to players. Some days I start teleporting from a base to another in a endless process... -.-

Maybe you make a small modification, like a base and a destination, two parts, after put the base you receive the destination module and this will be active after deploy, if you pickup the base the destination module disappear (coming back to the base) and if you pickup the destination module will be possible move this.

This solve the current problematic method of the pairs... I think.

Nice? :D

PostPosted: Sat Mar 09, 2013 10:58
by Zeg9
The source-destination would be nice, yeah.
I still need to implement it now :D
Well, maybe the teleport act automatic with other things than players, and need punch to players

With source-destination, would this still be needed?

PostPosted: Tue Mar 19, 2013 14:40
by deivan
Yes, I implemented the punch method as a solution for my strong lag... But is only my point about this question.

PostPosted: Tue Mar 19, 2013 16:27
by Bas080
Hey Zeg9, I have made a version that uses the same principle as your mod. It has placer ownership and good feedback (soundeffects,infotext) on what is happening.

http://forum.minetest.net/viewtopic.php?pid=76281#p76281

deivan, Dualport uses the on_punch for teleporting and has a craft.

PostPosted: Tue Mar 19, 2013 16:34
by deivan
You make a very close mod from the current, I think is better submit changes to this one than make a fork of it. You don't think?

PostPosted: Tue Mar 19, 2013 16:39
by Bas080
deivan wrote:You make a very close mod from the current, I think is better submit changes to this one than make a fork of it. You don't think?


I "borrowed" the going up effect. The concept is quite logical and it was a feature i wanted for a while. The way nodes are connected is completely different. When I tried this mod the linking only worked when placing teleporters in a chronological order. Otherwise it would bug. I made that more robust.

PostPosted: Fri Mar 22, 2013 12:07
by deivan
Zeg9 I am researching your mod and submit a fix and some changes to you in some days.

My plan:
- Give the base + target pod pair thing.
- Give the possibility to a base request the target pod back. (Maybe teleport the pod to...)
- Adding nicknames and the possibility of multiple base sending to the same target
- Rework the object transport idea, different from the player transport.

I update if I have some code to you. :D

PostPosted: Fri Mar 22, 2013 17:28
by Zeg9
deivan wrote:Zeg9 I am researching your mod and submit a fix and some changes to you in some days.

My plan:
- Give the base + target pod pair thing.
- Give the possibility to a base request the target pod back. (Maybe teleport the pod to...)
- Adding nicknames and the possibility of multiple base sending to the same target
- Rework the object transport idea, different from the player transport.

I update if I have some code to you. :D


Hmm nice ideas...what about:
- Base teleporter: can only be used as a target
- Object teleporter: can teleport everything BUT players, can also be used as a target
- Player teleporter: can teleport players when they punch it, can also be used as a target
Maybe also mesecons teleporters...
This would also need better pairing:
- On right click, the menu asks for "Name" and "Target"
- Everything is per player, so you can't link your teleporter to someone else's
- A name can only be used once (per player)

Sorry but I won't be able to work on my mods for at least two weeks :/
I can still accept pull requests ;)

PostPosted: Fri Mar 22, 2013 17:45
by deivan
Well, don't need two types of teleporter (object and player), only two functions, one for each case.

I rewrite many of your code, I leave all here when is operational.
Punch to teleport is operational, I already coded half of the target_pod and will change your storage format. The file is a nice idea (and I will use in my mods. :D) but for this mod I think is better use a storage in a variable inside each object. Or you have a plan to switch destinations between teleporters?

I have a plan to make your mod more configurable when running. I update with some code in some days. If I have more time to code... RL is killing me.

PostPosted: Wed Mar 27, 2013 01:01
by deivan
I rewrite your entire mod, added lot of features and now I have a very, very, very, complex mod but in some point of the development I started a new mod, and now my mod is a very different thing, anyway I found a natural evolution of your mod here:http://forum.minetest.net/viewtopic.php?id=4877

I don't tested it myself but is very similar of your main idea but have a more complex implementation. I like the idea.

PostPosted: Wed Mar 27, 2013 17:08
by Zeg9
Idea of travelnet is the idea I had at the origin, but felt lazy and didn't implement it entirely.
I guess it's better to use travelnet that this mod, anyway...
I think I'll work on newer and better mods later, but ATM I have no idea of what I could make...

PostPosted: Wed Mar 27, 2013 17:44
by deivan
When my variant of your mod is ready I release more details. But you have a good idea in your hands. Very nice. :)

PostPosted: Sat Mar 30, 2013 16:37
by Zeg9
Updated crafting, textures and sounds. Nothing changed in the use though.

PostPosted: Sun Jun 30, 2013 15:54
by Zeg9
Updated: better linking (!), and better texture.

See first post about the linking.