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Customsable Pneumatic Diversity Vent #1

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genestrashcan opened this issue May 3, 2015 · 10 comments
Open
2 of 7 tasks

Customsable Pneumatic Diversity Vent #1

genestrashcan opened this issue May 3, 2015 · 10 comments
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Enhancement Improvement or tweak to the mod

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@genestrashcan
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genestrashcan commented May 3, 2015

TeamSpen210 and Ben, I have some ideas for the diversity vents when you get them implemented as bee2 items. my idea's are basically ways to make them look nice and also make them a better viable test element

  • i heard your using track path for the vents, how will this work in PTI?
  • make vents that transport players (tube rides)
  • IDEA: use world portals to create vents like the world portal doors that would transport the player from one area of a test chamber to another. depending on the style used have the world portal vents take the player through a short sort of random looking tube ride (not the same tube ride for every test chamber that uses world portal vents, make the tube ride about a minute long like the one in the SP campaign with Wheatley. for a Wheatley style, build the tube ride right into the skybox so it looks nice when the transition happens. do the same for the overgrown style showing an overgrown BTS as you go through the tube ride.
  • make nice looking exit points for vents in test chambers
  • for using vents as a viable test element for more than turrets, design things like rubble piles the vents can clean up so the player can get past them, ruined walls that the vents can remove, things like this ect.
  • make vent spawners that can spawn aesthetic cubes, turrets, boxes etc for in vents that would carry items through them.
  • include all the parts of vents like corners, junctions, crosses, and bendy tubes etc.
@TeamSpen210
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TeamSpen210 commented May 4, 2015

I'm not planning on using path_tracks, they probably just won't work too well. I'm thinking of having two separate vactube systems - teleportation-based, and design-your-own. This is basically my thoughts for vactubes, they're kind of ambitious:

  • The teleportation-based one will just have an entrance/exit section that extends through the floor, turns a corner and then teleports you to the other one. It won't be a minute long (that seems excessive), but it should have random items. There'll probably be an on/off switch that closes a cubedropper iris over the tubes.
  • I never actually thought about destructable panels for test elements, I'll definitely do that. (Not rubble though, I don't want to use destruction as a test element since that would mean the test was designed expecting it to be solved many years in the future. )
    • Perhaps rubble could be replaced by 16³ tile blocks, or something similar.
  • I'll make a cowl to cover the ends of tubes so they fit nicely. This should perhaps be added when tubes have more than 2 faces on their sides, or when the space is occupied.
  • Aesthetic vent spawners will be done, the items won't interact with other test elements though. I think I might do them as a item type for the tubes themselves.
  • For the design-your-own tubes, I won't make separate corner and straight items. Instead you'll just place 'anchors' at the start/end of tracks (they'll be 1-block arrows). Then you connect them with antlines to indicate the path. The compiler will figure out where corners go (0, 1 or 2 depending on relative positions) and place everything appropriately. The first and last get extra logic and suction models. You'll be able to choose corner size on the preceeding tube.
    • Straight sections
    • Flat corners
    • U-shape corners
    • S-bend corners
  • For these tube types, I won't have collision detection so you'll be able to place it through other things. Don't do that though since it'll mess everything up.
  • I'll be making a different item as well that acts as a T-Intersection. You connect 1 tube to it, as well as any other inputs. Then connect two outputs, and it'll work. The compiler here figures out the direction of items, and chooses the correct instance (T-insterection, Y-intersection). Turning on the input will change which direction objects will go.
  • The starting item will have options to choose whether players are sucked up (they will always be transported if they climb in, to prevent them from getting stuck)
  • I won't allow cross-intersections, it isn't necessary (and there isn't a 3-way cross intersection model).

@TeamSpen210 TeamSpen210 self-assigned this May 4, 2015
@genestrashcan
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i like the idea you used to generate catwalks, the same thing could be applied to diversity vents and

management rails (add them, and add personality cores that could be attached to them)
ideas for personality cores

  • a glados core that follows you around the test chamber like a persistent camera
  • wheatley (for overgrown or BTS)
  • virgil (from mel)
  • the other cores from the wheatley boss fight.

@TeamSpen210 TeamSpen210 reopened this Jun 29, 2015
@TeamSpen210 TeamSpen210 reopened this Jul 2, 2015
@TeamSpen210 TeamSpen210 added the Enhancement Improvement or tweak to the mod label Jul 2, 2015
@TeamSpen210 TeamSpen210 changed the title Phenumatic Diversity Vent Idea's Customsable Phenumatic Diversity Vent Jul 2, 2015
@ghost
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ghost commented Mar 28, 2016

The Close/Open Fight!!

@FrozenDragon0
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Ahhhh ellingtonvengaboysmuseum ive already made something similar #433

@Konclan
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Konclan commented May 2, 2016

Should this be closed now?

@TeamSpen210
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There's still some other parts of vactubes I'd like to implement.

@Konclan
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Konclan commented May 2, 2016

Ah ok

TeamSpen210 pushed a commit that referenced this issue Sep 16, 2016
Update Physics Shield Description
@vrad-exe
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Rubble could be replaced by crates, maybe.

@vrad-exe
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vrad-exe commented Jan 6, 2017

@TeamSpen210 Why not allow toggling player detection?

@Endermage77
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Endermage77 commented Feb 5, 2017

For the worldportal vent, we could just simply connect a regular vent into a worldportal door.
That would eliminate the need for any kind of special item for this.

TeamSpen210 added a commit that referenced this issue Jul 25, 2021
Co-authored-by: Critfish <Critfish@users.noreply.github.com>
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@TeamSpen210 @genestrashcan @Konclan @FrozenDragon0 @vrad-exe @Endermage77 and others