Teleportation is fundamentally different from the other travel powers for (what technically knowledgeable players probably find) obvious reasons. Sprint and Walk are only different in animation played and speed of motion. Otherwise, they are essentially identical movement powers. Flight is not much more different than sprint: the main difference is turning off gravity. Super jumping is different because of the way it works: it has a horizontal (sort of) component that is like sprinting, and a vertical component involving the jumping upward and falling downward part. Superleap and ninja run are, in effect, identical movement modes with small differences in animation sequence and movement/velocity/altitude caps. They are different from simple running, but not by a huge amount.
Teleportation is fundamentally different from all of those. Teleportation involves setting a teleportation target, which uses different controls than movement which just uses directional inputs. Teleportation then requires a sequence of actions to take place: a teleport-out animation, followed by setting a flag that allows instant change in location without "warping" followed by reseting location to the targeted area, followed by playing a teleport-in animation, followed by setting the residual "hover" that teleport used to prevent instant gravitational acceleration (i.e. plummeting from the sky), followed by expiring that residual hover. Teleportation is so different from all the other forms of movement, its better to not even think of teleportation as a form of movement. Its actually a form of power activation that happens to cause movement. In some ways it would be easier to get Power Bolt working (visually) than teleportation.
Thank you for providing the technical explanation. Hopefully the legendary coding powers of he who walks with code can crack 'the code' as teleport is, allegedly, his favourite travel power.
I was excited to see Walk, Sprint, SuperSpeed and Fly (my favourite!) released ahead of schedule and had heaps of fun exploring the zones again via the air. They are much faster than I remember (like they are all 3 slotted+) and better for it. A great 'in progress' gift while we await 1.0 and 1.1 etc. Now we can 'get around' much better. Mega thanks to Codewalker and the SCoRE team.
I find it curious that this is 'simulated' - i.e. they seem to work just like the originals to me...
I'm aware from your posts, Arcana, that SuperJump will be slightly less straightforward but it will be great to have that and Ninja jump back.
And one thing that really IS cool...? IS ACTUALLY HAVE THE POWER BUTTONS IN THE POWER TRAY! They may 'not' be combat ones...but it's something that wasn't lost on me.
We have: a server, we can chat, we have zones, we have community, we can RPG, we can emote, we can have costume contests, we can explore, we travel powers NOW (and four of them!) so we can explore even better! All these things seemed impossible after the closure two years ago. Now they are born again. I can't wait for the 1.2 patch with GM powers (and the intriguing insertion of LUA scripting much later..?) and you see the potential for extending the game beyond the scope of the original developers.
Imaginary future some ways off...
It may be a way off...but having the zone editors in the hands of the community, modding of powers, npcs, creating your own zones with NPCs...running your own server...it makes you wonder where this game can go. Once combat comes back and you have GM powers with LUA scripting with a zone editor... CoH gets it's own 'Construction Kit' where you can make your own 'CoH' game. Zones, missions, NPCs, maybe powers, archetypes. Sure, I'm getting carried away. But in the current timeline...I see potential for the future if the game has 'tools' given to the CoH community. eg. Sure the map/zone creator needs a server...but if that's one day reverse engineered...that would be amazing in the hands of the community. Once the code of the game is reverse engineered then surely modding tools are the next step. Though it may never quite be the 'original' CoH game...it won't have to be...it could potentially be something far better and in excess of what the developers had achieved..?
As for the reality of now. I'm thrilled with each step.
Server. Chat. Travel powers. *Eyeballs issue 1.2 and GM 'powers...' (creating your own chat zone and summoning static NPCs?)
It's great to have this labour of love giving the game back,
brick by brick, to the community where it
belongs not on some 'empire builder's'
dusty shelf.
Azrael.
PS. Regarding the art for TO, DO, SO and IO inventions. Is the art in the client or will they have to be created from scratch? I'm thinking for any eventual missions/xp/seeing trainers for enhancements. Of course while this isn't on the timeline, understandably...
I notice the power buttons for fly etc. look like the originals...so I presume they were in the client also? Just a general thought.