
Also the death slo-mo should be permanent or a specific time frame (say 5 real time seconds).
This removes the need for a secondary poll and by consequence 50% less code (me thinks).
Spoiler: "glorious spaghetti hell"
kadu522 wrote:Well i think that the hit slo-mo should use the normal poll since by that time you want slo-mo on anyway to well... live![]()
Also the death slo-mo should be permanent or a specific time frame (say 5 real time seconds).
This removes the need for a secondary poll and by consequence 50% less code (me thinks).
Spaceman333 wrote:Man, I'm getting swarmed by IRL lately. I really want to complete this update, but I just can't seem to catch a break lately. Its still relatively high priority up there on task list of things I want to complete and I don't think I'll put it off for more than a couple weeks, but IRL got me very busy by surprise for the time being.
PooshhMao wrote:One feature that would be great to have would be to lower the sound effect pitch in relation to the slowdown, but I'm guessing this is not trivial?
Frozsoul wrote:I've been reading comments about conditions upon which slow motion would automatically activate, and I was wondering if you had ever played Perfect Dark and it's Smart Slow Motion option? It was an awesome multi-player option where slow motion only occurs when you are sufficiently close to another player or simulant in combat mode. Otherwise, action moves at a brisk pace. For DOOM, I can see it activating automatically when you are sufficiently close to an enemy, or perhaps to just an alerted enemy.
Also, not sure if it is possible to reduce the speed of weapon switching and reloading while slow-motion is active? That's the way it works in Perfect Dark's Smart Slow Motion and it really gives that slo-mo feel to everything happening.
Spoiler:
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