TelePro 2 by The Omega Concern
In a nutshell:

  • Product: TelePro Networked Teleport System v2.1.6 by The Omega Concern
  • Scripter: April Heaney
  • Support Address: This email address is being protected from spambots. You need JavaScript enabled to view it.
  • Your Technical Contact: April Heaney
  • Revision date: 2009-03-10


Thank you and congratulations on your purchase of the TelePro 2.0. This system is robustly designed with commercial applications in mind, to move people quickly and easily using fine-grained access control, to provide revenue for rental areas and privacy for occupied areas. Please read this card before using your new teleport system.

The Omega Concern is dedicated to producing quality work at affordable prices, and we support everything we sell. April Heaney is your Technical Contact for this product, and can assist you with any problems with your teleport system. All of our products are designed with the balance of impact on sim performance and ease of use in mind. If you find one of our products to be causing lag, behaving in unexpected ways, or otherwise being a pest, we need to know so we can correct it. Also if you find the user interface to be confusing or otherwise difficult to use, please let us know.

THERE IS A TECHNICAL SUPPORT PASSPHRASE SOMEWHERE IN THIS NOTECARD, WHICH YOU MUST USE WHEN FIRST CONTACTING YOUR TECHNICAL CONTACT (April Heaney) ABOUT THIS PRODUCT. We just do this to make sure you've read the instructions so that we can assist people with truly vexing problems not already answered within.

You are eligible for all upgrades on this version, right up until version 3.0. If you are interested in being a beta tester for upcoming releases of this product, let April Heaney know. Also, your feedback is valued! If there's something you love, hate, or just think would be better if it were just a little different, we want to know. Your input directly influences the course of development and future features of Omega products.

Your technical support passphrase for this product is: "Load me up"

NEW IN THIS VERSION:
2.0: This is the initial release of this version and complete rewrite of the Teleport Pro.
2.1.1: Added same-group matching, fixed teleports sometimes refusing to take server UUIDs manually, changed language of "Associations" to avoid confusion with the lexicon of SL groupings, put TelePro on the new update system.
2.1.1.1: Fix to deal with Linden Lab changing how basic functions with no warning or reason.
2.1.6: 4096m height limit for teleport beams

 

QUICK START:

1: Rez the TelePro? Server.
2: Set up *Access and *Teleports notecards in the server.
3: Rez a teleport, wait for the status indication band to turn pale blue.
4: Take this teleport into inventory.
5: Place teleports where you need them, changing the description field of each to match with one name in *Teleports.
6: Click and hold on each, getting the owner menu, then select "Update."

Your teleport network is ready to use.

SETUP: CONFIGURATION NOTECARDS, THE SERVER, AND TELEPORTS:

The system is based around a server component, which we will address here. Inside of this server you will find two notecards, *Access and *Teleports.

Adding two forward slashes (//) at the start of a line will cause that line to be ignored. This is called "commenting out" a line. It also allows you to add notes to your notecards, or temporarily change something without having to delete the data already there.

Colons (:) are typically used (at least in these notecards) as a separator character between values. This allows spaces and other human friendly characters to be part of the data.

THE *Access NOTECARD:

This notecard defines the persons who may or may not use your teleport system, and to what Associations they belong. Using the format "Name:Association;Association;Association..." we have as an example:

April Heaney:Omega;Free

This tells the system that April Heaney is a member of the Associations Omega and Free. Associations are separated by semicolons (;). The 'Free' Association has a special meaning, as persons in this association may bypass the payment system on any destination to which that person has access. The other special Associations are the Superuser Association "*",and the banned Association, "Ban". Superuser Association members may access any destination on the network at any time, even monitored locations that are currently occupied. Persons in the banned association may not use the network at all.

The order of this list is the order that locations will appear on the user menu.

Anybody not in the banned Association may access any destination that is labeled "Public" as discussed below.

THE *Teleports NOTECARD:

This notecard defines teleports on the network, if they should be monitored for occupancy, a price to go to this destination, and what Association the destination belongs to. The system is currently limited to twelve destinations, a large part of that reason being lag on the user end of the menu system.

Using the format "TP Name : Monitor (Yes/No) : Payment : Association" we have as an example:

April's Lab:Yes:1:Omega

This tells the system the teleport name will be "April's Lab", it should be monitored for occupancy, it will cost L$1 to use, and is restricted to use by persons in the "Omega" Association. Each teleport in the field requires an entry in this notecard. However, each entry in the card does not have to have a teleport for it. These unassigned entries will remain unused until a teleport in the field is registered with the name in the entry.

The same-group Association "SameGroup" can be used for any destination for which you wish to restrict access to members of your group. Do note that the teleport unit itself has to be set (NOT deeded) to the group, and the person using it has to have that same group active to see those destinations.

Further, teleports may be considered active in the field, but not on the network because the name given in the description field on the teleport itself and the name on the *Teleports notecard do not match, or the entry does not exist.

LOCATION MONITORING:

If this option is set to "Yes" for a location, the teleporter will scan an area for 20 meters around itself for avatars. If it finds any, it temporarily removes itself from the network, becoming only available to those in the Superuser association. This is meant to be a option for skyboxes and similar, where you would prefer to close that location off to others while it is in use. Do note, there is a small window of time where others may select that destination before it is hidden from the menus of all the teleports on the network.

PAYMENTS:

If this number is set to a number above zero, it causes the teleport to require payment before it will rez a teleport beam for this location. The beam is also keyed to the user who makes the payment to assure that others may not "beamjack" the teleport on someone else's payment.

ASSOCIATION:

This is the Association access for this teleport. If this is set to "Public" then everyone who is not banned from the teleport network will be able to select this location. This entry must be just ONE Association name, not multiple names like the *Access list can take. So this means that if you want someone to have access to a particular destination, you need to be sure to add them to that Association, not add their Associations to the destination. Make sense? Good. :)

THE SERVER INTERFACE:

The text hovering over the server itself gives basic information about your teleport network. "Teleports Active" indicates the number of teleports that have checked in with the server. This number may be different than "Teleports on network" if the teleports that have checked in do not have matching entries in the *Teleports notecard.

The owner may click the server to pull up a menu with the following options:

Rez TP: This rezzes a new teleport in the air above the server. The server will contact this teleport, and upon transfer of relevant data, the indicator ring on the teleport will turn light blue. The teleport is then ready to be taken into inventory and rezzed where needed. Do note: You can place multiple copies of the same teleport from inventory, then they simply need to be given unique names that correlate to entries on the *Teleports notecard and then Updated.

TP List: Spams you with the raw network data, which can be deciphered by using the following format: Name : Vector location : Monitoring (Yes/No) : Price : Available (TRUE/FALSE) This can be handy for troubleshooting your teleport network.

Refresh: Resends the network data to the teleports that are on the network.

Poll: This option resets the network data, and requests that all known teleports in the field check in with the server. Teleports that do not check in will be presumed deleted and taken off the network.

UUID: Gives you the UUID for the server.

Reset: Resets the server and purges all network data. DO NOTE: This means the server will be unable to refresh its own network data. Each teleport in the field will have to use the "Update" option to send their data to the server for collation and redistribution across the network.

Backup: Dumps network data to the Backup Module, which is described below.

Upgrade: Checks in with The Omega Concern's update servers to see if you are using the latest version.

THE BACKUP MODULE:

The Backup Module is for backing up the network data from the server, so in the event of a server reset or replacement, the data can be quickly sent back to the server, which will repair the network and resume normal operations in a matter of seconds.

Do note, that the *Access and *Teleports notecards are not backed up to the Backup Module. If the server itself is swapped out (i.e. for an upgrade) then simply take the old notecards and place them inside of the new server.

To backup the network data:
1. Place the Backup Module near the server. If this module has been used previously, the existing data on it will be overwritten.
2. From the server menu, select "Backup." The Backup Module's colored band will turn blue, then green when the backup is complete.
3. You may keep the module rezzed in world, or take it into your inventory.

Beware! Any Backup Modules within 20 meters of the server will all receive backup data when the dump is performed.

To restore the network data:
1. Place the Backup Module near the server. Any existing data on the server will be overwritten.
2. Click the Backup Module and select "Restore Backup." The module will transmit the data to the server, which will rebuild the network. This process takes several seconds to complete.
3. You may leave the data on the Backup Module, or purge it. Purging it will clear the module, which may be used again.

THE TELEPORT INTERFACE:

The teleports have two menus available. The first menu is the main menu, which anybody clicking on the teleport will see, which is a menu of locations one may teleport to at any given moment. The order of this list is determined by the order of the entries in the *Teleports notecard.

The other menu is brought up by the owner by left-clicking on the teleport and holding until the owner menu pops up. It has the following options:

Hover Text: Allows you to set the hover text over the teleport on channel 1, the color of which will match that of the center disk. Entering /1 by itself will clear the text.

Server UUID: Causes the pad to prompt you to tell it the server UUID, in the event the original server has been accidentally deleted or re-rezzed.

Update: Sends the teleport's network data in to the server. This should be done after placement, re-naming or moving the teleport.

Delete: Deletes the teleport after letting the network know that this teleport is no longer in service. Simply deleting the teleport will result in the network leaving its entry active.

The teleport takes its network name from the description field of the teleport itself. This defaults to "TelePro II" but needs to be changed to match an entry in the *Teleports notecard in the server. In the example above, we would set the description field of the teleport to "April's Lab" and then click-hold to pull up the owner menu, and then select "Update." This teleport would then be ready to use after the network data refreshes, which typically takes a few seconds, but may take longer in laggy areas.

The teleport will set the landing point (where people will end up when they teleport to that destination) to one meter in front of itself. The teleport may be rotated to move this location, just remember to update the teleport after rotating it.

The teleport has a thin colored band, which is the status indication band. The colors mean the following:

Pale Blue: The teleport has received server data and can be taken into inventory and subsequently placed in the field.
Yellow: The teleport has checked in with the server with its information, and the server has acknowledged the check in.
Green: The teleport has received all current network data and is ready for use.
Red: This teleport is monitoring this location and has taken itself off the network due to avatars being within 20 meters of it.
Blue: This teleport has been clicked on, and the user is interacting with it. Others may not click on the teleport at this time.


TROUBLESHOOTING:

Changes to the network tend to take only a few seconds unless the sim is exceptionally laggy at the moment, in which case it can take more time. In normal use, this should not cause 'dropouts' where the teleports will lose all network information and tell users there are no destinations available. Teleports that are monitoring rooms propagate their data as events happen and may take a bit of time to become hidden from non-Superusers.

In the event that the network becomes non-communicative, the first step would be to select the "Refresh" option from the server. The second step would be to go each teleport location and select "Update." The third step would be to get the server's UUID from the server menu and give that to each teleport via that option on their own menu. This will cause the teleports to "check in" with the new server address, thus repairing your network.


CUSTOMIZING:

The teleports may be stripped down to the root prim, which is the very flattened cone at the center of the teleport. The teleport beam and teleport effect will match the color of the top side of this cone, so feel free to change the color from "Omega Orange" to whatever you please.

This is the end of this notecard. Enjoy your new teleport system, and again, The Omega Concern appreciates your business.