The current version is 3.2/2.7.
I am moving off of my current ssh server, so all links from this server will no longer function and will in time be replaced. If you find a link that no longer works that used to be hosted on the old server, I already know about it and it will be back up eventually. However, for the time being I am without a server host or space. Thanks.
Changes from the original Portal Gun:
- Designed for multi-player with up to 8 players, and when the next version of Skulltag is released, I may add support for more as seen fit.
- New, entirely scripted internal functions keep track of players' portals, which no longer requires the use of monster logic for them, and thus is more stable.
- Indicators for each player to keep track of the current states of their own portals.
- Portal guns have limited ammunition with their own type which can be found around clips and ammo boxes.
- The gun can double as an offensive side-arm: Projectiles do mild to moderate damage, and cause explosion damage (to which the shooter is immune) when they land.
- New two-color sprites. The ring around a portal indicates it's firing color, and the inside color indicates which player it belongs to.
- Teleportation is instant, making some forms of velocity tricks possible.
- A new powerup for Deathmatch and Team-based games: The Portal EMP Device. Emits a powerful electromagnetic pulse that disrupts all of the portals on the level except your own, and damages everyone carrying a portal device in inventory, shaking them up a bit. Beware, for if you're carrying one, it will damage you, too!
- Portal spawning is done via ACS, meaning the projectile no longer gets stuck in low ceilings anymore, allowing you to fire the weapon in small cramped spaces without problems.
- (3.x Only) Players can jump into other players' portals to follow them. This means your portals can also teleport other players, so with well-placed portals, traps are also entirely possible.
- (3.x Only) You can now remove/replace your enemies' portals with your own by firing the opposite color of yours on top of them (Eg. firing your red portal over an enemy's blue portal will vaporize it). It works slightly different than expected: When you fire an opposing portal on top of that of an enemy, it effectively replaces that portal, including assuming it's position, so now it works more like capturing than removing.
- The other two portal guns, and a soon-to-be-revealed fourth weapon. (Currently I need sprites and sounds for them.)
- Make portals more dynamic in terms of scripting, allow the base library to have exportable functions for controlling portals and teleporting from levels (This will allow levels to come up with their own facilities for portals more easily, and detect teleports by players to act accordingly).
- Sticky, in the other thread, wrote:Also, to Snowkate... I just noticed one other difference between your versions and Cutty's; Cutman's portals can be destroyed. I was thinking it might be really cool to be able to destroy your opponent's portals in DM. Of course you'd have to raise their HP significantly as they currently blow up with one pistol shot. But maybe if you have to use 5 rockets (~690 health) or two BFGs (~800 health) or something? What do you think?