Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea
Posted: Thu May 17, 2018 2:32 pm
by StroggVorbis
Since GZDoom now has an i_timescale CVAR, is there a way it can be incorporated in future versions of this mod to allow for a true slow-mo/bullet-time effect?
Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea
Posted: Fri May 18, 2018 2:38 am
by Spaceman333
kadu522 wrote:Well time to bump this tread
After playing with HD (Hideus destructor) mod. i noticed that useing weapon state keys for slo-mo way cause some problems with more complex mods.
While the mod itself works perfectly with no problems (useing the current stable) it has key overlap since all the guns in HD use all weapon-states in some way.
So is it posible to move the slo-mo to a exclusive key just for it. this would avoid control overlap problems.
I'm still useing this mod actively and i would love futher suport on this.
m8f wrote:Hi!
First, Spaceman333, thank you for making your addons! Monster Scouter was the first thing that I began tinkering with, so I can say that you, without knowing it, led me into modding.
Second, I propose a feature to Slomo Bullettime: external activation:
Note isToggled variable: it evaluates to true if player presses Use4 button or m8f_sm_externaltoggle is set to true. Then every "buttons & BT_USER4" check is replaced with isToggled variable.
What will this feature bring? Two things:
1. Possibility to add custom keybindings.
2. Cross-mod support. With this new CVar, some other mod, if it is loaded alongside, could toggle Slomo Bullettime in some suitable moments.
Man, I want to come back to modding and finally finish the upgrades, but real life has me pinned down currently. I'm definitely adding m8f's suggestion to the list of things I want to add, but in the near foreseeable future I have no idea when I'll be back.
Its really frustrating since I've got post-it notes with lists of the all the issues I need to fix in the slomo mod, I still want to revisit monster scouter to make the mk2 version of that and I also have another post-it note that had like 7-10 small projects I wanted to make for zdoom. Real life responsibilities suck, man.
DabbingSquidward wrote:Since GZDoom now has an i_timescale CVAR, is there a way it can be incorporated in future versions of this mod to allow for a true slow-mo/bullet-time effect?
I quickly tried looking into it, but I found this post from december:
Re: Slomo Bullettime Ultimate (Universal Addon) [R3 Real Dea
Posted: Fri May 18, 2018 5:29 am
by Spaceman333
m8f wrote:Here is Slomo Bullettime with added external activation.
In this version, bullettime can be activated by setting "m8f_sm_externaltoggle" to true.
Also, in this version, any key can be binded for toggling bullettime.
Thank you again for making this. I just tested it out and it works flawlessly. I've now updated the first post with a link and some added information about this new version that is now officially the version 3.1 of this mod.
This still doesn't work well with Hideous Destructor. It makes two keybinds. Slomo 1 and Slomo 2. Slomo 1 shares the keybind with HD's Unload Weapon. So....no. Still not working quite right. Unsure how to remove the first bind from the mod, but will try.
Wait, didn't unbinding the "Toggle Slomo" with backspace not work?
I thought the idea is that the player would only use one of the binds, Toggle Slomo or Toggle Slomo 2, using backspace in Customize Controls to unbind the first one and only using the second one.
Spaceman333 wrote:Wait, didn't unbinding the "Toggle Slomo" with backspace not work?
I thought the idea is that the player would only use one of the binds, Toggle Slomo or Toggle Slomo 2, using backspace in Customize Controls to unbind the first one and only using the second one.
Wrong. Unbinding that will unbind any binds that are shared with it, too. So unbinding Slomo 1 causes HD's Unload Weapon function to also be unbound. They are one in the same. The new thing that just got put up, removing the first Slomo bind entirely, is good. Just rename Slomo 2 to just plain Slomo, and you have a fully compatible Slomo Bullettime mod, i'd say.
Spaceman333 wrote:Wait, didn't unbinding the "Toggle Slomo" with backspace not work?
I thought the idea is that the player would only use one of the binds, Toggle Slomo or Toggle Slomo 2, using backspace in Customize Controls to unbind the first one and only using the second one.
Wrong. Unbinding that will unbind any binds that are shared with it, too. So unbinding Slomo 1 causes HD's Unload Weapon function to also be unbound. They are one in the same. The new thing that just got put up, removing the first Slomo bind entirely, is good. Just rename Slomo 2 to just plain Slomo, and you have a fully compatible Slomo Bullettime mod, i'd say.
Ah shit.
I'm gonna look at the new one, check it, edit if needed and put up the new link. Apologies for the mess up. Thanks for catching this.
EDIT: Oookay done.
Now the ModDB also has the updated version and it has the Keyconf file also edited to just say Toggle Slomo, instead of Toggle Slomo 2. The mediafire mirror contains the original m8f's that still calls the keybind Toggle Slomo 2. Otherwise they are identical files.
Script error, "SlomoBulletTime_Ultimate_R3.1c.pk3:decorate.txt" line 28:
"INVENTORY.NOSCREENBLINK" is an unknown flag
Execution could not continue.
1 errors while parsing DECORATE scripts
Any help? I'm using a fully updated ZDL, and I also removed every other mod to test if it was a conflict with one of them, but this would still pop out.