bullet-time?

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Expand view Topic review: bullet-time?

by anonone » Tue Jun 14, 2005 7:58 am

Actually, I spent most of last night trying to see how the -ticdelay parameter affects everything. Of course I'm starting with no clue as to how Randy implemented the interpolation to begin with, but it seems to be exceptionally difficult to dynamically (and smoothly) change the tic delay ingame -- mostly because I can't find where the tic delay even comes into effect. It's defined once at the engine startup, has no further references related to interpolation anywhere else in the ticking functions (?!), but everything just works.

If anybody else has seen anything pertaining to that in the code, I'd appreciate some help. :)

by Jonathan » Tue Jun 14, 2005 7:28 am

No it doesn't, since the original suggestion was for an effect that could be applied through a powerup, not a command line option to slow the game's overall speed.

It's always been possible to slow the Doom engine speed, that's how "cheated" or TAS demos are created, traditionally with an associated reduction of framerate whilst playing. Since, as someone already said, ZDoom decouples tics from framerate, presumably that wouldn't be the case anymore. Obviously hitscan weapons remain instant, but you have more time to react inbetween shots, which does provide a significant advantage.

Anyway, I don't see any major technical obstacle to actually implementing this feature, but I wouldn't really recommend it be priority. It seems more like the kind of thing to be implemented within a TC's custom engine than in the main ZDoom branch.

by anonone » Sun Jun 12, 2005 12:31 pm

Well, that answers that. :)

by Grubber » Sun Jun 12, 2005 6:43 am

Try using "-timerdelay" command line option, it specifies delay of one tic in ms (default value is 1000/35).

by Belial » Sat Jun 11, 2005 4:09 pm

Besides the speed issue, it would cause problems when shooting around a corner/through narrow cracks/between bars. No go IMO.

by anonone » Sat Jun 11, 2005 4:07 pm

True, they could be tiny projectiles. The only problem is how Doom handles projectiles moving at crazy speeds.

by Gendo » Sat Jun 11, 2005 2:07 pm

anonone wrote:Yeah, I think he meant something like the physics timescale thing in Half-Life 2 -- everything moves slower, the interval between gunshots gets longer, but hitscan weapons retain their instant effect.

I mean, I would guess that it might be possible considering the interpolation used to get the framerate above 35 FPS ...

yeah, exactly, timescale, but i think bullet weapons could shot projectiles as well (like in action doom), only very fast and small (so with timescale 1 it would still work the same way)

by anonone » Sat Jun 11, 2005 1:50 pm

Yeah, I think he meant something like the physics timescale thing in Half-Life 2 -- everything moves slower, the interval between gunshots gets longer, but hitscan weapons retain their instant effect.

I mean, I would guess that it might be possible considering the interpolation used to get the framerate above 35 FPS ...

by Macil » Sat Jun 11, 2005 11:31 am

Anyways, bullets aren't really projectiles, they're hitscans. They are instantly at where they were aimed once they are fired.

*FIRST POST IN MONTHS* I guess I've been away from zdoom for a while...

by BetaSword » Mon Jun 06, 2005 12:29 pm

The one listed at the bottom of the page...


IT HURT MY BRAIN!!

by Gendo » Mon Jun 06, 2005 10:51 am

thx, will check that.

by TheDarkArchon » Sun Jun 05, 2005 10:19 am

by Gendo » Sun Jun 05, 2005 10:19 am

*googles*

(links apprectiated anyway :) )

by TheDarkArchon » Sun Jun 05, 2005 10:16 am

There was a WAD made by Caligari that is sort of like Doom 3: ROE's Hell Time effect.

by Gendo » Sun Jun 05, 2005 10:15 am

TheDarkArchon wrote:Randy has refused on serveral occasions to mess with the physics code.
so that does include timescale... or doesn't it?

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