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

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

Postby mumblemumble » Wed Aug 02, 2017 8:58 pm

my view on the random slowdown, is it could very well just be an option.

I'd like to think options are NEVER bad, you could have a toggle, as well as a options for how long it goes, and how often a kill enables it.

Also, your mod conflict issue, while it would resolve it seems a little longwinded : couldn't you just patch it? Guess I'll just play without HD.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Spaceman333 » Thu Aug 03, 2017 2:28 am

mumblemumble wrote:my view on the random slowdown, is it could very well just be an option.

I'd like to think options are NEVER bad, you could have a toggle, as well as a options for how long it goes, and how often a kill enables it.

Also, your mod conflict issue, while it would resolve it seems a little longwinded : couldn't you just patch it? Guess I'll just play without HD.


Having features without a clear purpose that they're intended for isn't something I support. All options in the current version are things that I know have a clear purpose one way or another. This random kill trigger one, not so much. I'd need a strong case to support its inclusion.

As for the conflict issue, thats a moving target. There is a limited list of controls I can use and there is always the risk that one other mod will unfortunately end up using the same binding as my slomo mod does. If there was an independed way to create control bindings that doesn't rely on the limited list that zdoom offers, then that'd be cool, but I have no idea if that can be done or how to do it. I'd need help with that.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby TiberiumSoul » Wed Aug 30, 2017 7:04 am

could i integrate this into my mod as a feature since my hud has three bars on it and one isnt being used it could be a slowmo meter ala F.E.A.R
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Spaceman333 » Wed Aug 30, 2017 8:07 am

TiberiumSoul wrote:could i integrate this into my mod as a feature since my hud has three bars on it and one isnt being used it could be a slowmo meter ala F.E.A.R


Yes, go ahead.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Gideon020 » Tue Sep 12, 2017 5:50 am

What mod are you using for those real gun sprites?
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby kadu522 » Tue Sep 12, 2017 6:42 am

That would be the Call of duty mod for project brutality. (Call of doom is the name).
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Gideon020 » Tue Sep 12, 2017 7:14 am

kadu522 wrote:That would be the Call of duty mod for project brutality. (Call of doom is the name).


Ah, found it. Eeugh, if I have to use Brutal Doom, I guess I will. At least it looks like it plays well according to the vids.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Spaceman333 » Tue Sep 12, 2017 9:28 am

Gideon020 wrote:
kadu522 wrote:That would be the Call of duty mod for project brutality. (Call of doom is the name).


Ah, found it. Eeugh, if I have to use Brutal Doom, I guess I will. At least it looks like it plays well according to the vids.


A while back I made an alternative file that allows you to play with vanilla monsters instead of brutal doom ones:
http://www.moddb.com/mods/call-of-doom- ... anillalite
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Silentdarkness12 » Thu Sep 14, 2017 12:43 pm

Yeah, this alias thing is breaking functionality with Hideous Destructor to be certain. Needs a solution somewhere down the line.

Would it be possible to have the bullet time command put a dummy item into the player's inventory, that triggers the ACS controlling bullet time? Then you wouldn't need to rely on GetPlayerInput's limited selection of buttons.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Spaceman333 » Fri Sep 15, 2017 1:42 am

Silentdarkness12 wrote:Yeah, this alias thing is breaking functionality with Hideous Destructor to be certain. Needs a solution somewhere down the line.

Would it be possible to have the bullet time command put a dummy item into the player's inventory, that triggers the ACS controlling bullet time? Then you wouldn't need to rely on GetPlayerInput's limited selection of buttons.


I'd need someone to spell it out to me on how to exactly do that. Give me copy-pastable code and I'll make it happen.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Silentdarkness12 » Fri Sep 15, 2017 8:06 am

Spaceman333 wrote:
Silentdarkness12 wrote:Yeah, this alias thing is breaking functionality with Hideous Destructor to be certain. Needs a solution somewhere down the line.

Would it be possible to have the bullet time command put a dummy item into the player's inventory, that triggers the ACS controlling bullet time? Then you wouldn't need to rely on GetPlayerInput's limited selection of buttons.


I'd need someone to spell it out to me on how to exactly do that. Give me copy-pastable code and I'll make it happen.


Actually I found an even better way, my man.

Here's KEYCONF

Code: Select allExpand view
addkeysection "Slomo Bullettime Addon" SlomoBulletTimeOptions
addmenukey "Toggle Slomo" SlomoTrigger
Alias SlomoTrigger "pukename SlomoBulletTimeTrigger"


And here's some ACS shizzle.

Code: Select allExpand view
bool BulletTimeIsOn = false;

script "SlomoBulletTimeTrigger" (void)
{
if (BulletTimeIsOn == false)
{
BulletTimeIsOn = true;
}
else
{
BulletTimeIsOn = False;
}
}


Right, so then you need to modify the control part to use the new bool-check instead of the button input check. This is slightly incorrect, the cooldown got broken a bit, but here's what I worked out so far:

Code: Select allExpand view
//////////////////////////////////////////////////////////////////////////////
// 1 - CONTROL
//    
   
      
      //On-Off Toggle Switch + Sounds
      if (waitButton < 1)
      {
         if (BulletTimeIsOn == True && currentslomopoints >= minimumslomopoints && SlomoCooldownOk == TRUE)
         {
            slomoactive = TRUE;
            SlomoCooldownOk = FALSE;
            slowslomopointfailsafe = FALSE;
            waitSlomoCooldown = slomocooldowntime;
            CooldownReadyOnce = TRUE;
            if (PauseMusic == FALSE)
            {
               SetMusicVolume(0.0); //Mute Music
            }
            if(PlayedOnce == FALSE)
            {
               if (SaveSpeedOnce == FALSE && FreezeMomentum == TRUE)
               {
                  //Get & save current velocities, remember for later restoration.
                  velx = GetActorVelX(0);
                  vely = GetActorVelY(0);
                  velz = GetActorVelZ(0);
                  SaveSpeedOnce = TRUE;
               }
               GiveInventory("SlomoBulletTimeGiver", 1);
               GiveInventory("SlomoScreenGiver", 1);
               PlaySound(0, "Slomo_on", CHAN_NOPAUSE, 1.0, FALSE, ATTN_NONE);
               PlaySound(0, "Slomo_loop", 6, 1.0, TRUE, ATTN_NONE);
               PlayedOnce = TRUE;
               waitButton = buttondelaytime;
            }   
         }
         else if (BulletTimeIsOn == True && slomoactive == FALSE && ShowCoolMessage == TRUE && currentslomopoints < minimumslomopoints && AllowSlomoHudMaster == TRUE)
         {
            HudMessage( s:"\ckMinimum points for slomo: \cg",
            d: minimumslomopoints;
               HUDMSG_FADEOUT, 114443, CR_RED, 0.5, 0.6, 2.5, 1.5);
            waitButton = buttondelaytime;
         }
         else if (BulletTimeIsOn == True && slomoactive == FALSE && ShowCoolMessage == TRUE && SlomoCooldownOk == FALSE && AllowSlomoHudMaster == TRUE)
         {
            HudMessage( s:"\ckSlomo on cooldown.";
               HUDMSG_FADEOUT, 114443, CR_RED, 0.5, 0.6, 1.5, 0.5);
            waitButton = buttondelaytime;
         }
         else if (BulletTimeIsOn == False && slomoactive == TRUE || currentslomopoints < 1 && slowslomopointfailsafe == FALSE)
         {
            slomoactive = FALSE;
            slowslomopointfailsafe = TRUE;
            MinimumMessageOnce = TRUE;
            if (PauseMusic == FALSE)
            {
               SetMusicVolume(1.0); //Music restored
            }
            if(PlayedOnce == FALSE)
            {
               TakeInventory("SMPowerTimeFreezerSound", 1);
               TakeInventory("PowerSlomoUseless", 1);
               if (FreezeMomentum == TRUE && SaveSpeedOnce == TRUE)
               {
                  //Resume movement
                  SetActorVelocity(0, velx, vely, velz, FALSE, FALSE);
                  SaveSpeedOnce = FALSE;
               }
               //Log(s:"Freeze Stolen!");
               StopSound (0, 6);
               PlaySound(0, "Slomo_off", CHAN_NOPAUSE, 1.0, FALSE, ATTN_NONE);
               PlayedOnce = TRUE;
               waitButton = buttondelaytime;
            }   
         }
      }
      else
      {
         waitButton--;
         PlayedOnce = FALSE;
      }


Hopefully, this is enough for you to work out the remaining bit needed to make this workable. And this should be vastly more compatible with everything under the sun.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Spaceman333 » Fri Sep 15, 2017 12:23 pm

Silentdarkness12 wrote:
Spaceman333 wrote:
Silentdarkness12 wrote:Yeah, this alias thing is breaking functionality with Hideous Destructor to be certain. Needs a solution somewhere down the line.

Would it be possible to have the bullet time command put a dummy item into the player's inventory, that triggers the ACS controlling bullet time? Then you wouldn't need to rely on GetPlayerInput's limited selection of buttons.


I'd need someone to spell it out to me on how to exactly do that. Give me copy-pastable code and I'll make it happen.


(Magic)


Alright, lets do this. This project was on hiatus for atleast a couple months, but this makes me willing to put my current stuff on hold to focus on this.

While I'm at it, I may as well get the other stuff in, namely slow movement during slomo, try to implement default reset presets and anything else I may have forgotten, but wrote down earlier. It'll take me some time to implement it then test it out, but I'm hoping to knock an update out within the next few days.

Thank you man, this helps a lot.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Silentdarkness12 » Fri Sep 15, 2017 12:34 pm

Not a problem. I feel like a mod like this would make a nice crutch for hard mods like HD. : P

Glad to do what I can to help.
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Spaceman333 » Sun Sep 17, 2017 1:09 pm

Hmm, I went through the thread and recapped what I'll try to do:
*Proper Keybinds
*Move slomo cooldown text to top right corner-ish
*Add slomo below certain health (uses secondary points to not conflict with main slomo)
*Add slomo on death (permanent or use secondary points)
*Add slomo on player hit (optional timer between each slomoed hit)
*Smooth movement in slomo (experimental)
*Option to show/hide secondary slomo points in UI
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Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea

Postby Silentdarkness12 » Sun Sep 17, 2017 2:29 pm

OHHHHH SHIT

That would be perfect for Hideous Destructor.
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