Who makes a GOOD full-sim teleporter?
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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10-09-2007 10:20
I've got a new island with 10 major locations where I want to set up teleporters for easy access. I used Cubey's Mark III porters on my old island, and while they got the job done, they did some unnecessary things (star trek noises, squishing the avatar) that were unnecessary, and were kind of a hassle to keep up-to-date.
Cubey's new Mark V porters are cool in that they're self-configuring, but their use of temp-rez teleporter beams means that sometimes you actually click the teleporter base which brings up an admin menu instead of clicking the beam which actually ports you. Also, it appears that the non-deterministic nature of its self-configuration means the ordering of locations is random, which can be frustrating for regular visitors. Finally it still does the Star Trek/squishy thing.
In general I think most SL full-sim teleporters suck. You have to touch something, flip through menu options, sit on something, click something else, to go anywhere. What's the most elegant and/or easy-to-use teleporter option on the market now? Ideally it's something easy to configure- for example, I'd like to either have a single notecard I can drop in to all porters without having to do per-porter edits (with the Cubey Mark III you had to remove the current location to keep it from popping up on the menu) or some distributed destination mechanism which presents a consistent list of destinations on all teleporters without redundant locations.
Your recommendations?
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Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
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10-09-2007 10:29
Edit the cubey's script if you can. I have a freebie full-mod cubey TP in my inventory if it works for full sim.. but if you can edit the script, just take out the unwanted stuff.
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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10-09-2007 10:30
There is a freebie script out there, I believe Adriana Caligari made it. No annoying noises.
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Leo Mission
Registered User
Join date: 6 Jan 2006
Posts: 189
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10-09-2007 10:34
I've used the one on this page without problems before /15/0a/121162/1.html
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Fluf Fredriksson
Registered User
Join date: 8 Feb 2007
Posts: 248
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10-09-2007 10:36
Hate to blow my own trumpet. But hey, no one else will. My full sim TP system is pretty darn simple and fuss free  Look up FlufStuff in-world.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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10-09-2007 10:42
From: Wildefire Walcott In general I think most SL full-sim teleporters suck. You have to touch something, flip through menu options, sit on something, click something else, to go anywhere.
I'm at a bit of a loss to understand how you expect a teleporter to work without clicking on it or sitting or something. Are you expecting a teleport system to read your mind and know when you wish to appear somewhere else? Or are you complaining because teleport systems require you to do ALL of those things? For the record, the teleporters on my land are custom scripts my friend wrote based on a freebie teleport script. I don't know if he's intending to make a teleport system for his store, although I will suggest that. Our teleporter hub is based on a post with a bunch of arrow-shaped signs on it to different destinations; each arrow is a prim set to sit when you click on it, and there is a script to teleport when sat on. In short, people click the arrow/sign for their destination, and zip they are there.
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Xplorer Cannoli
Cache Cleaner
Join date: 18 Sep 2005
Posts: 1,131
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10-09-2007 11:02
I have been extremely happy with the Traven Sachs Smart Teleporter  From: someone The smarT teleporter system is a networked teleportation system. It is simple to configure, and easy to deploy. All of the teleportation units talk to each other and the server to maintain an automated listing of possible destinations.
This system will support up to 25 networked Teleportation stations, and features attention getting sound effects and graphics, as well as a built in teleportation effect that shows on the sending and receiving end of the transport!
You may also share your teleporter stations with a friend or business associate and it will still link into your network!
This teleporter system is map driven, there is no limit to its range, and the individual teleportation stations can be placed ANYWHERE in SL! Even on an ISLAND!
The server is not transferable.
If you have questions regarding the smarT teleporter, please do not hesitate to contact me!
Note: Parcel Landing Zones WILL over-ride designated teleportation locations.
~Traven Sachs Wolfhaven Productions - Nadata (88,64,106)
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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10-09-2007 11:08
From: Johan Durant Or are you complaining because teleport systems require you to do ALL of those things? Yes. Some have you sit there and go into appearance mode (says "editing appearance" while you're sitting on the porter), some make you flip through a bunch of options to select a destination and then click a button or sit on something. I'm designing my own teleporter system for use in a big building; it works like an elevator control panel- you touch a button and poof you're there. This will work great because that building isn't going to change in the near future, and I only need to place a single control panel in the lobby. That won't carry over for the whole-sim thing because I don't want these giant ten-option teleporter menus standing out taking up space and prims- it would also kind of be a pain to make modifications and re-place modded models if I ever added or renamed locations on the island. So ideally I'd have a 2-step process for users: 1. Click the teleporter, 2. Click the destination (you can have 12 buttons in a menu I think?) This is what I'm looking for. If anyone's made it even simpler than that (in a way that minimizes maintenance), I'd take it in a heartbeat.
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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10-09-2007 11:14
From: Wildefire Walcott Yes. Some have you sit there and go into appearance mode (says "editing appearance" while you're sitting on the porter), some make you flip through a bunch of options to select a destination and then click a button or sit on something.
I'm designing my own teleporter system for use in a big building; it works like an elevator control panel- you touch a button and poof you're there. This will work great because that building isn't going to change in the near future, and I only need to place a single control panel in the lobby. That won't carry over for the whole-sim thing because I don't want these giant ten-option teleporter menus standing out taking up space and prims- it would also kind of be a pain to make modifications and re-place modded models if I ever added or renamed locations on the island.
So ideally I'd have a 2-step process for users: 1. Click the teleporter, 2. Click the destination (you can have 12 buttons in a menu I think?) This is what I'm looking for. If anyone's made it even simpler than that (in a way that minimizes maintenance), I'd take it in a heartbeat. There are systems such as these in place, but they are primmy, as you said - but for the original purpose, a menu driven system is just fine - it's prim efficient and gets the job done.
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Sammy Thielt
Helpful land-lady
Join date: 26 Nov 2006
Posts: 142
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10-09-2007 11:22
Thomas Conover's "Advanced HPC Teleport System" is incredibly slick. Self-configuring (rez the pad and rename it) and supports up to 90(!) locations. Tons of stats and plugins included.
1. Click teleporter 2. pick destination 3. sit on beam
By the time you reset your cam view, you are at the destination. That fast.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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10-09-2007 11:49
From: Wildefire Walcott So ideally I'd have a 2-step process for users: 1. Click the teleporter, 2. Click the destination (you can have 12 buttons in a menu I think?) This is what I'm looking for. One note: This has to be based on the "warpPos" function, not "sit target", for a couple of reasons. First, the sim-wide range (corner-to-corner and skyward) can't be reached by llSitTarget. Second, the sit target can't change destinations after the avatar is seated, so for multiple destinations there's an extra step: click the teleporter, select the destination, then sit. There are several variants of the warpPos approach. Some return to the origin after depositing the passenger, while others just rez a fresh teleporting prim upon departure and self-destruct at destination. Under extreme lag, neither way is entirely reliable (but then, neither is llSitTarget, as one may have noticed from the vantage of 0,0,0 coordinates of the sim). If you have any trouble finding what you need, drop me an IM in-world.
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Takahiro Murasaki
Gay Neko Boy
Join date: 30 Jun 2006
Posts: 161
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10-09-2007 13:19
also try luc aubret's tp system ... http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=76998"A highly-configurable sim-wide teleport system designed to move your guests over long distances, fast. This system is designed with options to give you nearly total control over who can access what location, and is designed with the usual aubreTEC respect for smooth operation and full feature sets ... " what is nice is that it can distinguish group, non-group, etc members and allow or dis-allow destinations.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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10-09-2007 13:27
Would there a be a big objection to using llMapDestination instead of a sit target? It's nearly instant in the same sim (although you have to have granted teleport permission, why wouldn't you?  )
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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10-09-2007 13:56
I would also recommend Kenn Nilsson's teleportation system, which gives 72 levels of access.
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Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims! House of Cristalle low prim prefabs: secondlife://Cristalle/111/60http://cristalleproperties.info http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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Sit target teleporters are just fine
10-09-2007 17:15
I don't understand Qie's remarks about needing to use a teleporter based on warpos rather than llSitTarget. llSitTarget is limited to 300 m along each axis. Since a region (sim) is only 256x256, that is more than enough to move around a sim. The warpos models have their own problems, especially when trying to cross someone else's property that may ban avatars or not allow scripts. The fancy network types sound like a lot more than you need. Check out the Beam-Me-To and Beam-Me-Up teleporters that I sell. They work exactly as you describe. You can choose from up to 12 locations from a dialog menu that drops down when you touch it. Then just sit and you're there. You can configure one notecard and drop it into each teleporter and you're done. As sold they are only one prim, but you could drop the script and notecards into any object of your choice and make it into a teleporter. I made my garage which I can see from quite a distance into a teleporter. There are a lot of other options too. Check out http://slurl.com/secondlife/sekmet/170/246/60
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Monica Balut
Beam-Me
Join date: 18 Feb 2007
Posts: 311
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10-09-2007 17:35
Wildefire. It's not clear to me what you mean by "full sim". You talk about getting around on an island but later talk about moving around a large building. Of course if your island (sim?) is just one 256x256 region, then a llSitTarget teleporter is just fine. If your island is larger than that making up several regions, then Qie is correct and you need a warpos teleporter.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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10-09-2007 17:40
From: Monica Balut I don't understand Qie's remarks about needing to use a teleporter based on warpos rather than llSitTarget. llSitTarget is limited to 300 m along each axis. Since a region (sim) is only 256x256, that is more than enough to move around a sim. Well, but the diagonal of a 256m square is 362m, and then there's the possible addition of a skybox at 500m, say. But you're quite right: if one doesn't have control of the parcel perms such that somebody can plunk down a no-object-entry parcel mid-path, then warpPos could get complicated. I'd also just mention again that for multiple destinations, the llSitTarget teleporter requires three UI steps: 1. Touch to bring up destination dialog 2. Choose destination 3. Sit whereas warpPos takes two: 1. Sit (triggers dialog) 2. Choose destination from dialog But they both have their places. I use both sitTarget and warpPos custom teleporters in my builds. For single short-range destinations, I always use sitTarget. And, really, I've been doing more llMapDestination stuff lately, as Yumi suggests, because of course it can span sims, and seems to be less lag-susceptible within-sim than either sitTarget or warpPos. But it's kinda not what most folks have come to expect. [Edit: I don't use warpPos across sim boundaries. Some folks claim it's no problem, others claim it's possible if you pause at the border for the sims to collect their wits--and your attachments.... I just use llMapDestination. YMMV.]
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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10-09-2007 18:25
I stand corrected--by myself: I just tested and indeed it's possible to use llSitTarget to move 300m "in any dimension"--meaning you can move 300 in X *and* 300 in Y (and in Z) in the same sitTarget--for the longest time I'd understood that to mean that the 300m was the total maximum distance (kinda like the linkset separation rules--or, at least, how I've always thought those rules worked  ). (Doesn't solve the skybox problem, but handles sim-corner-to-sim-corner just fine.)
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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10-09-2007 19:37
From: Monica Balut Wildefire. It's not clear to me what you mean by "full sim". You talk about getting around on an island but later talk about moving around a large building. Of course if your island (sim?) is just one 256x256 region, then a llSitTarget teleporter is just fine. If your island is larger than that making up several regions, then Qie is correct and you need a warpos teleporter. Well, one location is 500m in the sky, so i do need more than 300m distance at least in that case...
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Lee Ludd
Scripted doors & windows
Join date: 16 May 2005
Posts: 243
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10-09-2007 20:13
The "sit" teleport is a hack. If you have a website, an alternative is to offer a link that opens the user's map and lets the user touch a real teleport button. This is a little slower than a sit (you have to wait for the map to load), but you can send people anywhere in Second life, including way up in the sky, you can manage all the targets from your website, and people can access your list from anywhere, even outside SL. See http://leeludd.com/store/index.htm if you'd like to see this system in action. [Added: if you don't have your own website, you can use the services provided by http://slurl.com.]
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Caete Chevalier
TOC Resident Neko
Join date: 8 Jan 2007
Posts: 118
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10-09-2007 21:35
I would suggest taking a look at The Omega Concern's tp systems. Two models of theirs will handle up to 12 locations and altitudes up to 768m.
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Future Crazy Cat Lady
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Rococo Baroque
Registered User
Join date: 1 Sep 2007
Posts: 4
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10-10-2007 20:00
I'll definitely agree on the Omega TP's. Covers the full sim and goes from sea level to my office at 670m. Pretty easy to configure, too. Only probs i ever had (once), was when a SL update stuffed up warppos.
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Accasbel Barrymore
Registered User
Join date: 24 Dec 2006
Posts: 33
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10-11-2007 03:44
Maybe the wrong forum for this, but seeing the discussion is slightly tech: I've played with simple llSitTarget TPs. I find a randomness of behaviour on arrival - sometimes bouncing all over the place at the UnSit. It appears that the avatar is in collision with the prims and absolute havoc (sic) can result. What gets me is that the results are not consistent. I can stand in the same spot relative to the TP before clicking but a series of tests gives results ranging from graceful alighting to blue-arsed fly emulation. In addition, the camera is sometimes left behind, sometimes not. I've seen advice to - rotate the prims slightly, even 'ever so' slightly - move it away from big stuff - make stuff phantom - live with it So far, only "live with it" works.  Is there a llSitTarget doctor in the house?  A LSL call to just do that TP would be nice. It's been said before and will be said again.
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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10-11-2007 11:53
From: Accasbel Barrymore Maybe the wrong forum for this, but seeing the discussion is slightly tech: I've played with simple llSitTarget TPs. I find a randomness of behaviour on arrival - sometimes bouncing all over the place at the UnSit. ... Is there a llSitTarget doctor in the house?  No need to "live with it", simply reduce the Push on Unsit to 2 or so in the script!  The big push is overkill imo. It will still be random and worse in a laggy sim but won't toss you through a wall or out of a skybox on arrival! 
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
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10-11-2007 11:55
From: Crystal Falcon No need to "live with it", simply reduce the Push on Unsit to 2 or so in the script!  The big push is overkill imo. It will still be random and worse in a laggy sim but won't toss you through a wall or out of a skybox on arrival!  I've also seen sit-jumpers that seem to sleep for a second before unsitting you, and they don't bounce you around like a ping-pong ball either. *waves to crystal*
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