AUNIS icon indicating copy to clipboard operation
AUNIS copied to clipboard

Something to consider when you make Pegasus gates. Plus solutions to incoming wormhole animations.

Open Hyper-Tex opened this issue 4 years ago • 6 comments

A lot of stargate mods, whether it be minecraft, Gmod, whatever, when adding the Pegasus gates never take into account the inner symbol ring. Being lights and all, they don't move, just dim while not active, so when those gates dial, it's always the same 7 to 9 symbols on them on every stargate mod I've ever seen. While I can't imagine how you could do it on the programing level. A way I thought to do it would be to completely hide the symbols during dial out, through some... cover layer kind of thing, that way you could send the right symbol to the correct chevron on that extra layer, and upon deactivation, the symbol ring is reset to normal by first removing the dialed symbols first, than removing that cover layer a moment later (again, forgive my lack of programming terminology, but I hope you get the gist). On an incoming wormhole, that's the easy bit, most mods getting it right just letting the ring light up clockwise like in the show, no need to change the orientation or hide it under another layer for something like that. Just something to to try I guess, hoping someone didn't suggest this already

Hyper-Tex avatar Jul 07 '20 13:07 Hyper-Tex

I already informed MrJake about it, and Pegasus gate are in progress, they most likely coming in next major update. (slow down, to see better) https://youtu.be/OM1ihRY3nxY

KamaroTheN7 avatar Jul 07 '20 13:07 KamaroTheN7

Oh, okay then

Hyper-Tex avatar Jul 08 '20 02:07 Hyper-Tex

just something i was wondering, if aunis mods addressing system dosnt know which gate your dialing too until point of origin is pressed, how would you do the incoming wormhole animation since the outgoing gate would activate a couple seconds before the other so when u walk through u would hit the kawoosh

Luckyradkid1 avatar Jul 13 '20 17:07 Luckyradkid1

@Luckyradkid1 No idea, also an issue with Universe gates.

MrJake222 avatar Jul 13 '20 17:07 MrJake222

@MrJake222 that was always something that bugged me too. Even in the show, there was always this issue with the gates being synchronized, especially with incoming wormholes, and even more so with DHD dialing. Now, a possible solution I thought of is this. And keep in mind this maybe deserves it's own issue opened up, but it's already been brought up here so yeah, so I'm gonna put it here

Solution when dialing from a MW Gate (with DHD): Considering the inner ring spun, this is how I think the gate/DHD combo would've worked, and might have done in the show, had the production team just not want to move the rig that made the inner ring spin to every location (yes, head cannon I know, but hear me out). When dialing with the dhd, after putting in the symbols and pressing the BRB, the inner ring starts to spin, each of the chevrons lighting up, ending with the point of origin lining up with the final chevron and the gate activates. It's kinda like how GMOD does it when you let the gate dial on its own, but set it to 'dial like dhd' from Gmod's gate dial menu. You'll still have to figure out the timing of when to start the animation for the incoming wormholes, but this could fix the issue with incoming wormhole animations for the MW, universe and someday soon, the pegasus gates. at least when using it like this, instead of letting the incoming gates light up in a flash all at once.

Solution when dialing from a MW Gate (with computer): Unfortunately, this one's a bit more tricky. One solution I thought of would be to start the incoming animation for the incoming gate, once the outgoing gate hits the 6/7/8th destination symbol before the point of origin locks (obviously would require a rewrite of the mod code right?). the incoming wormhole gate might be delayed before activation, but it might work, and in one of the atlantis episodes (I think it was like part 2 of Rising, near the end where they were being chased into the space gate), this delay was present, though the atlantis gate was a little off screen, you could hear the chevrons lock, the last one locking, but the unstable vortex not emerging for like 5 seconds or so. Unfortunately, given how the milky way gate dials in your mod, the point of origin might be a full rotation away, or literally right next to the final chevron depending on which way the ring would spin, so the delay could be either really long, or not so much. It's literally the only solution I can come up with.

Solution when dialing from a universe gate: (remote dialer/computer) Given the universe gate dials like a computer controlled MW gate, the solution unfortunately is the same as that.

Solutions when dialing from a pegasus gate: Now, on the plus side the gate dials the same way whether or not you're using a DHD or computer. Big negative though, the dialing process is super fast so the inbound animation for any gate would need another rework just when using the pegasus gates. I'm coming up with this on the fly as I write this, so forgive me there. One way of doing it would be to rig the gate to use the "slow dial' mode. In Atlantis, they show the dhd can instantly lock the symbols all at once, but in the first episode, when they use the gate for the first time, they show the symbol swinging all the way from the top chevron to chevron 1 when not pressing the symbols too quickly. That would be the 'slow mode'. The solution then would to be to always use this slow mode even after pressing the BRB/BBB, so it would have to go through the whole animation. The outgoing animation could be the same. For example, coming from cheveron 7 and going to 1, from 4 to 3, 5 to 6 (after going past it once to complete a full loop as is sometimes showed in the series), and so on, ect. Of course, that's just an example. In the show, I think they showed the next symbol coming out from the previously locked chevron. Anyway, this would allow you breathing room to trigger the incoming animation animation once the outgoing gate hits a certain point. The issue is of course, is if someone dials too slowly with a DHD, in which case I point back to my first solution when dialing the MW gate with a DHD, preventing the gate from dialing until the activation button is pressed. The outgoing animation plays out as before, letting you be able to time it to the point so you can sync the inbound animation for each gate type, and all's good.

Of course, these solutions would prevent being able to block an incoming wormhole by just dialing out faster. But, I have a solution for that as well. The way you have the gates now, when they flash on when they get an incoming wormhole feels OP in a way, like it's a quicker more advanced form of dialing. And that's where this idea comes in. Have the old way be a kind of upgrade. Like the solutions above could be a new standard, but using say... (for this example) a special gate control crystal fitted into one of the gates upgrade slots to override the new standard which allows the animations to work, and instead 'revert' it back to the old way where the incoming wormhole gates would light up in a flash before activating, maybe with a slight delay to allow the iris/shield to cover the gate when you get those in.

Now, I know you want to get it as close to the show as possible, but going completely off the show itself creates those issues, because the gates in the shows themselves had issues, likely no one agreeing how the different gate types should consistently work with each other, so I made these solutions. While not the simplest, it'd be better then just severely delaying outgoing gate activation entirely.

Again, maybe I should've made this a new issue. Eh, I'll just change the title of this one.

Hyper-Tex avatar Jul 14 '20 05:07 Hyper-Tex

quick thing, i thought pegasus gates inner ring was like 36 computer screens, and the symbol your dialing switches between the screens until it reaches the chevron, the first time they dialed teh gate in atlantis it was like this.

Luckyradkid1 avatar Aug 31 '20 16:08 Luckyradkid1