Slomo Bullettime Ultimate (Universal Addon) [R3.1c fix]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
kadu522
Posts: 219
Joined: Fri Mar 03, 2017 12:32 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Location: Brasil,Rio de janeiro
Contact:

Re: Slomo Bullettime Mod (Universal Addon)

Post by kadu522 »

It there a way to detect if someone is useing hit-scan atacks? if yes you could add a placeholder tracer on all hit-scan weapons and enemys.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Mod (Universal Addon) [R2: Customize!]

Post by Spaceman333 »

kadu522 wrote:It there a way to detect if someone is useing hit-scan atacks? if yes you could add a placeholder tracer on all hit-scan weapons and enemys.
That would essentially mean going to each monster actor's decorate, finding each instance of FireBullets and replacing them with a CustomMissile. Such a thing would be best done within other monster/gameplay mods themselves. If someone wants to add a non-hitscan patch to their mod, I'll happily link it to the first post for convenience.

Also, UPDATE time!
Image

With Release 2, more options to customize slomo are now available to make it even more balanced than it was possible before. Cooldowns, slower recharge... got them all. Menus were also updated and some quality of life additions were also tweaked.

Probably most importantly I've set the default values of the mod to Freeze-mode. 2,5 seconds worth of time freeze that can be activated only if fully charged. I played a whole campaign with this setting and it has been very enjoyable and balanced.

Still working on the sound and music issue for the slow motion, but this new freeze default setting is actually pleasing enough to play out of the box, so give it a go and have fun. Download is available on the first post.

EDIT:
Release 2.1 is out now. Added a small, but nifty feature that allow you to stop player movement when time-freeze is on. This can allow you to either have an even more balanced experience, re-enact that Rambo 4 boat pistol scene or jump in the air, freeze time and then gun down everyone below!
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Mod (Universal Addon) [R2.1: Customize!

Post by Spaceman333 »

A sneak peek into the new version:

Image
Image

New things to expect in the upcoming update:
-Ambient atmospheric loop sound effect during slomo
-Additional parameters to tweak slomo even more
-Control how quickly slomo points recover
-Control how slowly slomo points are drained
-Options to pause sound and music during slomo
-Let the music and sound play during slomo
-Choppy sound problem solved completely! (Thank you Blue Shadow & Kinsie)
-Additional optional UI elements to aid in combat awareness during tense moments
-Option to pause player movement momentum is properly implemented!
-You can now jump forward, stop time, shoot up everything while in midair, then resume time and continue flying forward instead of just dropping down.

Image

This will be the best yet version of this mod with all the previous problems completely eliminated with even more customization than ever before!

Image
User avatar
Zan
Posts: 338
Joined: Sat Oct 22, 2016 12:43 pm
Location: The depths of Hedon.
Contact:

Re: Slomo Bullettime Mod (Universal Addon) [R2.1: Customize!

Post by Zan »

Is there any chance slow mo could be implemented as a standard powerup in GZDoom?
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Mod (Universal Addon) [R2.1: Customize!

Post by Spaceman333 »

Zan wrote:Is there any chance slow mo could be implemented as a standard powerup in GZDoom?
Yeah, I think so, though that'd be something you'd need to do yourself for you own purposes.

The way I could see it working is that picking up the desired powerup item on the map actually gives an dummy item, which only serves as a flag that the script will use to run the ACS slomo script. The dummy item would also have a visual sprite to let the player know that it is the slomo powerup, but it wouldn't actually do anything by itself, serving merely as an activation for a script that was already activated as soon as the map was loaded.

The mod is free for you to rip it apart and repurpose as you see fit and I made sure the code is understandable and properly commented (I hope). I can offer assistance in clarifying how it works if anything seems wierd.
Someone64
Posts: 417
Joined: Tue Feb 23, 2016 11:59 am

Re: Slomo Bullettime Mod (Universal Addon) [R2.1: Customize!

Post by Someone64 »

You could already see an example of a slo-mo powerup in Project Brutality. Well, actually it freezes time but as it goes towards the end of its duration it goes from frozen time to slo-mo that gets faster and faster until it hits normal speed.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Mod (Universal Addon) [R2.1: Customize!

Post by Spaceman333 »

Another sneak peek. I was expecting to release this really soon after some testing, but I found out even a few more features that I wanted to add. Namely, now for all you using high-resolution monitors, theres a big fonts option!

Image

Meanwhile, some fool-proofing, status communication and tutorialization features have been added to help new users better learn and configure slomo's options to achieve the right type of settings combinations more naturally. This mod has grown to be quite complicated from its humble beginnings.

Image
Image
Image
Image
Right-click -> View Image to see the full sized versions of these huge images.

(Disclaimer: Hundreds of imps were harmed in the process of making these additions.)
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Ultimate (Universal Addon) [R3!]

Post by Spaceman333 »

ITS LIVE! RELEASE 3 IS OUT NOW!

Image

http://www.moddb.com/games/doom-ii/addo ... ltimate-r3

Image

This is the real deal. Finally it works beautifully as was intended from the very start. Details are in the first post.

Have fun!
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by Spaceman333 »

Made a whole bunch of WebM's showing the mod in action:

WEBMS:
https://webmshare.com/JGKVm (Regular Slomo Entry 1 Warming up)
https://webmshare.com/Ad39E (Regular Slomo Entry 2 Imp shenanigans)
https://webmshare.com/eQx7Y (Regular Slomo Entry 3 Rad combo)
https://webmshare.com/1MDb3 (Regular Slomo Entry 4 Assault)

https://webmshare.com/nZnja (Regular Slomo Sewers 1 Sneaky start)
https://webmshare.com/Ln1m6 (Regular Slomo Sewers 2 Room breach)
https://webmshare.com/aonOO (Regular Slomo Sewers 3 Corner cleanup)
https://webmshare.com/yYrW1 (Regular Slomo Sewers 4 Autoshotgun)

https://webmshare.com/ZrEnw (Timefreeze Entryway)
https://webmshare.com/DxDZM (Timefreeze Sewers)
https://webmshare.com/EB67R (Timefreeze Sewers cont.)
https://webmshare.com/wKQra (Slomo Options Menu)
https://webmshare.com/WWDbv (Timefreeze & 5 dudes from behind)
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by RikohZX »

It's really just repeating what I said on the first page, but this sort of thing really works well with mods like Project MSX or Brutal Doom, where the player can technically avoid all projectiles and gunfire. Slomo + projectiles turns into a hell of fight every other room, depending on how much you use it.
Someone64
Posts: 417
Joined: Tue Feb 23, 2016 11:59 am

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by Someone64 »

The new version is bloody wonderful.

EDIT: Some feedback using QZDoom 2.0.0:

Disabling sounds from playing while in slo mo doesn't seem to work even in vanilla.
There should be a button to reset settings to default.
The momentum slow down options is very janky in general due to the fact that it's not smooth at all and it breaks jumping.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by Spaceman333 »

Thank you for the comments and anyone enjoying the mod, I appreciate it! :D
Someone64 wrote:EDIT: Some feedback using QZDoom 2.0.0:

1. Disabling sounds from playing while in slo mo doesn't seem to work even in vanilla.
2. There should be a button to reset settings to default.
3. The momentum slow down options is very janky in general due to the fact that it's not smooth at all and it breaks jumping.
1. If you're talking about the default pulsed slomo, then the sounds are only muted during the freeze pulses. Also some sounds are exempt from the muting.
Overall, the mute sounds setting is more of an option to add a paused delay to specific sounds (monster, gunfire and explosions).

2. Its really easy to reset everything to default manually:
If you want to reset the settings in this mod to defaults, then do this:

1. Open gzdoom-username.ini
2. Ctrl+f sm_
3. Delete all lines that start with sm_
Save & Exit.

Next time you load gzdoom, the mod will reinstate the values to their defaults.
3. Momentum freezing was specifically designed for total time freeze; a setting that completely froze time instead of pulsing it like the default setting do. The jankyness of it in regular slomo cannot be fixed, as it is the nature of the mod and the limits of the engine. Jumping is broken because you're essentially trying to input a command when no commands can be accepted. The WEBMs on the first page demonstrate the two different modes at their most optimal settings when it comes to momentum freezing.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by Gideon020 »

What mod is that in the webm vids?
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by Spaceman333 »

Gideon020 wrote:What mod is that in the webm vids?
Which one? I've got a lot of mods loaded up:

Code: Select all

Path=$PROGDIR/MD/BIG/BeautifulDoom/BDOOM_MAIN.WAD
Path=$PROGDIR/MD/BIG/BeautifulDoom/BDoom_monsters.wad
Path=$PROGDIR/MD/BD/cod_base_BDVanillaLite_noDeco.pk3
Path=$PROGDIR/MD/BD/zzbrutalxcod_agfxsfx_b3V085.wad
Path=$PROGDIR/MD/BD/zzbrutalxcod_bcoding_b3V85c_UF.wad
Path=$PROGDIR/MD/ADD/UberArtifacts.pk3
Path=$PROGDIR/MD/ADD/NightVision.pk3
Path=$PROGDIR/MD/ADD/jp-mobility-v5r.pk3
Path=$PROGDIR/MD/ADD/AllClearMessage_S.pk3
Path=$PROGDIR/MD/ADD/MonsterScouter_DotVersion3.pk3
Path=$PROGDIR/MD/ADD/MonsterScouter_MultiColor_Dead.pk3
Path=$PROGDIR/MD/ADD/SlomoBulletTime_Ultimate.pk3
Path=$PROGDIR/MD/ADD/NuclearBarrels.pk3
Path=$PROGDIR/MD/ADD/[L]CustomDoom v1.8.1.wad
Path=$PROGDIR/MD/MUS/HMSonicMayhem.wad
Path=$PROGDIR/MD/cc4-tex.wad
Path=$PROGDIR/MD/cchest4.wad
Path=$PROGDIR/MD/ADD/ReadableDifficulty_UVonly.pk3
Path=$PROGDIR/MD/ADD/Doom2IntermissionMod_32_Edition.pk3
User avatar
Doctrine Gamer
Posts: 393
Joined: Wed Jan 30, 2013 1:22 pm

Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Post by Doctrine Gamer »

Spaceman333 wrote:
Gideon020 wrote:What mod is that in the webm vids?
Which one? I've got a lot of mods loaded up:

Code: Select all

Path=$PROGDIR/MD/BIG/BeautifulDoom/BDOOM_MAIN.WAD
Path=$PROGDIR/MD/BIG/BeautifulDoom/BDoom_monsters.wad
Path=$PROGDIR/MD/BD/cod_base_BDVanillaLite_noDeco.pk3
Path=$PROGDIR/MD/BD/zzbrutalxcod_agfxsfx_b3V085.wad
Path=$PROGDIR/MD/BD/zzbrutalxcod_bcoding_b3V85c_UF.wad
Path=$PROGDIR/MD/ADD/UberArtifacts.pk3
Path=$PROGDIR/MD/ADD/NightVision.pk3
Path=$PROGDIR/MD/ADD/jp-mobility-v5r.pk3
Path=$PROGDIR/MD/ADD/AllClearMessage_S.pk3
Path=$PROGDIR/MD/ADD/MonsterScouter_DotVersion3.pk3
Path=$PROGDIR/MD/ADD/MonsterScouter_MultiColor_Dead.pk3
Path=$PROGDIR/MD/ADD/SlomoBulletTime_Ultimate.pk3
Path=$PROGDIR/MD/ADD/NuclearBarrels.pk3
Path=$PROGDIR/MD/ADD/[L]CustomDoom v1.8.1.wad
Path=$PROGDIR/MD/MUS/HMSonicMayhem.wad
Path=$PROGDIR/MD/cc4-tex.wad
Path=$PROGDIR/MD/cchest4.wad
Path=$PROGDIR/MD/ADD/ReadableDifficulty_UVonly.pk3
Path=$PROGDIR/MD/ADD/Doom2IntermissionMod_32_Edition.pk3
So it's possible to run more than one Wad in GZDoom?
When I want to play another wad I usually have to create another GZDoom folder or delete what I already have.
I've always wanted to know this because I do not know how to use several wads at the same time.
Sorry to have nothing to do with the topic but I always had this doubt.
Post Reply

Return to “Gameplay Mods”