Garry's Mod

Garry's Mod

TTT - Portalgun ( Portal Gun ) - ✯ Updated & Lag Free ✯ Traitor & Detective
 This topic has been pinned, so it's probably important
Keigun  [developer] 5 Aug, 2015 @ 1:33pm
Bug report!
Report any Bugs here.
Last edited by Keigun; 5 Aug, 2015 @ 1:34pm
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Showing 1-12 of 12 comments
Pancreas 30 Dec, 2015 @ 9:59pm 
the portal gun shoots farts its a major promblem lel o its me
Keigun  [developer] 31 Dec, 2015 @ 1:56am 
Originally posted by Psycho Gamer:
the portal gun shoots farts its a major promblem lel o its me

It is only you
Keigun  [developer] 16 Mar, 2016 @ 6:36am 
Originally posted by Wheatley The core:
:steamsalty::steamsalty::steamsalty:
Need some Fries to all your salt?
Joking_Oregon1 1 May, 2016 @ 4:58pm 
It disabled E grab for me
Keigun  [developer] 2 May, 2016 @ 12:44am 
Originally posted by HEAVY WEAPONS GUY:
It disabled E grab for me
I have removed this Function because of Major Bugs.
Bugs:
Portal on top of portal causes glitchiness. (physics and glitched FoV, if you go through stacked portals repeatedly)

Dropping portal gun allows for more portals to be placed (please make the portals poof when you drop the portal gun)

Detective has infinite DNA scanners with the Portal gun. You keep dropping and dropping the DNA scanner and it appears back in your weapons list, causing the one on the ground to just stay there.

Elements such as T Trap hands, DNA blips/radar blips, and text over peoples heads goes all over the place when you try to look at them.

Please also make this one time buy, it'll balance it out, as a weapon.
Keigun  [developer] 3 Oct, 2016 @ 7:24pm 
Originally posted by Giygas -- goldclaimers.net:
Bugs:
Portal on top of portal causes glitchiness. (physics and glitched FoV, if you go through stacked portals repeatedly)

Dropping portal gun allows for more portals to be placed (please make the portals poof when you drop the portal gun)

Detective has infinite DNA scanners with the Portal gun. You keep dropping and dropping the DNA scanner and it appears back in your weapons list, causing the one on the ground to just stay there.

Elements such as T Trap hands, DNA blips/radar blips, and text over peoples heads goes all over the place when you try to look at them.

Please also make this one time buy, it'll balance it out, as a weapon.
Could you let me know if this only happens in this version of the portalgun, or also in the Traitor Only or Detective Onlx one?
Right now, I'm only using the version that gives both a portal gun. Oh, and how hard would it be to make it so that it shows up on damagelogs and RDM manager that they were killed by physics from a portal gun?
Keigun  [developer] 4 Oct, 2016 @ 3:53am 
Originally posted by Giygas -- goldclaimers.net:
Right now, I'm only using the version that gives both a portal gun. Oh, and how hard would it be to make it so that it shows up on damagelogs and RDM manager that they were killed by physics from a portal gun?
Well to make it possible to show that they were killed by the physics of a portal gun, i would have to change a/some File/s in the Base code of Terror town, what could make other addons incompatible
Wow, I didn't think it'd be that difficult. I was hoping it'd be as simple of making a script to see when someone goes through a portal, and if they get damaged from falling, or die, it records it to the damagelog.

I think I might just make it T only, then, since the Detective one, at least in this version, has a glitch where they can't get rid of the DNA scanner, anyways, and I don't want to risk detectives RDMing with the portal gun. It might still have an issue with portals overlapping, but I hope that doesn't become a problem.
Hello. Your addon throws some errors, after the creation of portals. I took a look at the source code and wrote some fixes.

1. In file "portalgun_portal.lua" on line 71 the function
self.ring:SetMaterial( Material( 'models/shiny' ) )
can't find the material. I just commented it out for now.

2. In file "portalgun_portal.lua" the function "ENT:GetLinkedPortal()" throws errors. I guess it's because the hook "PortalSimulation_RenderPortals" is called in autorun file "cl_portals.lua", which calls the function "ENT:SimulatePortal()" in "portalgun_portal.lua", while no portalowner was not set yet. So all you need to do is to check if the portalowner is valid and if not then to just return nil.

function ENT:GetLinkedPortal() local type = self:GetNWBool( 'PORTALTYPE' ) local e = nil local Owner = self:GetNWEntity( 'portalowner' ) if !IsValid(Owner) then return e end if type then e = Owner:GetNWEntity( 'PORTALGUN_PORTALS_BLUE' ) else e = Owner:GetNWEntity( 'PORTALGUN_PORTALS_RED' ) end local tp = ( type ) and 'PORTALGUN_PORTALS_BLUE' or 'PORTALGUN_PORTALS_RED' return e end
Last edited by Ralle1998; 26 Apr @ 7:15am
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