Bullet Time X [v1.3.1] (Slow Motion Mod)

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generic name guy
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Re: Bullet Time X [v1.1.1] (Slow Motion Mod)

Post by generic name guy »

LovecraftNeko wrote: Sun Nov 13, 2022 9:52 am I'm just here to report a bug(?) when using it with the current version of PB 3.0 (10/25/2022).

From my experience it randomly crashes but I have found a way to reproduce one instance. It's when I activate bullet time and slide it'll say something like VM Abort. I've asked around in pb server one said that it also crashes when you stop bullet time while kicking and reloading dunno if that'll help.

Much appreciated,
It also happens if you kick while reloading and exit bullet time.
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Xortts
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Re: Bullet Time X [v1.1.1] (Slow Motion Mod)

Post by Xortts »

Hi everyone! A new update after some long time!
The most important one is probably the fix on PB when kicking + bullet time, that one was literally kicking my butt.

Changes v1.2.0:
* Fix issue where NULL weapon states caused VM crash. This issue was present mostly on Project Brutality when reloading + kicking + turning off bullet time and also when crouching + sliding + bullet time.
* Allowed decimals in adrenaline kill and damage rewards in options menu to reduce them even further if needed.
* Added player model slow down (only visible in third person), this one can be seen from mods that rely on thirdpersons like Brutal Doom when doing Glory kills. Can be disabled from options menu and uses Player Weapon Multiplier as the slow down value.
* Added feature to whitelist monsters from bullet time (this one is only for modding only).
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mamaluigisbagel
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Re: Bullet Time X [v1.2.0] (Slow Motion Mod)

Post by mamaluigisbagel »

Glad to see this is still getting updates!

I'm curious if this is possible. I feel like when activating Bullet Time, having the volume of the music lower (possibly via a slider in the mod options) could add some more cinematic flair to it. I don't know if I'm right about that, but just a thought I had.
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TheoDrHashiriya
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Re: Bullet Time X [v1.2.0] (Slow Motion Mod)

Post by TheoDrHashiriya »

mamaluigisbagel wrote: Wed Oct 11, 2023 12:22 pm Glad to see this is still getting updates!

I'm curious if this is possible. I feel like when activating Bullet Time, having the volume of the music lower (possibly via a slider in the mod options) could add some more cinematic flair to it. I don't know if I'm right about that, but just a thought I had.
Exactly! I always loved that effect which gradually makes the music quieter in Max Payne 3. It makes the game more immersive and encourages you to focus more on the shooting.
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Xortts
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by Xortts »

Hi everyone, new update!
This one contains a couple of tweaks and features that were requested and some that I thought would be nice as well.

Changes v1.3.0:
* Added Blur Shader when activating bullet time
* Added Music volume decrease during bullet time
* Bullet time can now be activated throught console command (mostly for dev purposes)
* Changed min adrenaline duration slider from 15 secs to 5 secs (default is still 15 secs)
* Added 0 (full freeze) and 1 (normal time) to time multipliers
* Added option to hide console message when activating bullet time
* Replaced ‘midair’ with ‘shootdodge’, also added a new key bind specifically for that (enables bullet + jumps, also time goes way slower). Default is 'V'.
* Added Max Payne 3, F.E.A.R and GTA V bullet time SFX (can be changed in options, Max Payne 3 is now the default one)
* Minor fix with sand clock being too big when uiscale value was too high
* Tweaked default shootdodge (midair) multipliers

Also I uploaded a little video showcasing the shootdodge, which was one the features that I really loved about Max Payne.

OverDriver05
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by OverDriver05 »

Are you going to fix an error where the hourglass timer is seen from the menus, even before you start a new game, which is also charging btw?

Nice update, Xorrts!
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Xortts
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by Xortts »

OverDriver05 wrote: Mon May 06, 2024 12:31 am Are you going to fix an error where the hourglass timer is seen from the menus, even before you start a new game, which is also charging btw?

Nice update, Xorrts!
Yeah I noticed that happens in Project Brutality, still working on that one since I can't find a way to make it work in all mods, but probably for a next update
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Ferretmanjcdenton
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by Ferretmanjcdenton »

Man I love you! The sound effects !!! Thanks sooooo much!
OverDriver05
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by OverDriver05 »

Xortts wrote: Sun May 12, 2024 1:48 pm
OverDriver05 wrote: Mon May 06, 2024 12:31 am Are you going to fix an error where the hourglass timer is seen from the menus, even before you start a new game, which is also charging btw?

Nice update, Xorrts!
Yeah I noticed that happens in Project Brutality, still working on that one since I can't find a way to make it work in all mods, but probably for a next update
Glad to see your response to this, as this problem persists since the first release. Also, it's unrealistic that you are able to move any direction while shootdodge is active, something that is not typically in any game that features such a mechanic, where it always goes to one direction instead of the other way around.

Hope this mod has its own ModDB page where you can download the current and previous versions of the mod with this issue fixed.

On the side note, I also hope you can also give a small tutorial on how to install your own slowmo ambiance sound effects into Bullet Time X, because it would be funny for people to use their own made-up slowmo sound effects for the funny. Then again, maybe that's just me.

Thank you for taking the time to listen to my feedback.
RENEGADE_ANDROiD
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by RENEGADE_ANDROiD »

Hello! Been using your mod for a while now in Doom and recently picked up the GZDoom game Selaco. Your mod works for it as well! Do you plan to pick the game up? A workshop on steam is available for it already and I was hoping you would upload the mod if you are picking the game up (for other people's sake).
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Xortts
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by Xortts »

OverDriver05 wrote: Sun May 12, 2024 5:05 pm
Xortts wrote: Sun May 12, 2024 1:48 pm
OverDriver05 wrote: Mon May 06, 2024 12:31 am Are you going to fix an error where the hourglass timer is seen from the menus, even before you start a new game, which is also charging btw?

Nice update, Xorrts!
Yeah I noticed that happens in Project Brutality, still working on that one since I can't find a way to make it work in all mods, but probably for a next update
Glad to see your response to this, as this problem persists since the first release. Also, it's unrealistic that you are able to move any direction while shootdodge is active, something that is not typically in any game that features such a mechanic, where it always goes to one direction instead of the other way around.

Hope this mod has its own ModDB page where you can download the current and previous versions of the mod with this issue fixed.

On the side note, I also hope you can also give a small tutorial on how to install your own slowmo ambiance sound effects into Bullet Time X, because it would be funny for people to use their own made-up slowmo sound effects for the funny. Then again, maybe that's just me.

Thank you for taking the time to listen to my feedback.
Hi! Noted those two as well, when I have a little bit of time I'll add that tutorial to the main post. Thanks for the suggestions!

RENEGADE_ANDROiD wrote: Sun Jun 02, 2024 12:02 pm Hello! Been using your mod for a while now in Doom and recently picked up the GZDoom game Selaco. Your mod works for it as well! Do you plan to pick the game up? A workshop on steam is available for it already and I was hoping you would upload the mod if you are picking the game up (for other people's sake).
Hi! Thank you for mentioning that game, didn't know it and that's right just tried and it works perfectly. I'll work on that one to upload on the workshop
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Xortts
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Re: Bullet Time X [v1.3.0] (Slow Motion Mod)

Post by Xortts »

Hi everyone, new small update!

Changes v1.3.1:
* Added Static Handler to allow mod to be played on existing savegames. Now you don't need to start a new map or go to the next for Bullet Time X to work.
* Fixed issue where Bullet Time Counter was appearing on Menu maps.
Also I just uploaded this mod to Selaco! (https://steamcommunity.com/sharedfiles/ ... 3268589630)

And here's a little clip:

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Lord Misfit
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Re: Bullet Time X [v1.3.1] (Slow Motion Mod)

Post by Lord Misfit »

I know it's been some months since the last update, but I wanted to specifically ask a question about this mod related to the effect on sector movement and such like that. While I know this mod's mechanic allows SLOWING down sector movement/etc on its own, I'm not sure if it can also allow straight up STOPPING it if I were to want to port the code for the sake of implementing it in that form for a proper time STOP mechanic my recent in-beta mod has that's a central mechanic. One of the big things I had been expecting was there had been no real way to stop sectors or even little things like floor/wall/sector animation when you have time stopped in general, so I was a bit surprised to find this mod.

I haven't had a chance to properly play around with it yet directly so I don't know if you can enable a proper time stop and if such would affect sectors/etc. as opposed to the effect being only intended to slow them down in the mod itself. o.o

That said, from what I have seen, this does look interesting and I do like the fact you have been able to basically slow down the proper map world itself, not just monsters in combat. That said, if it is possible to fully stop sectors temporarily in a stop-time situation, I want to state ahead of time that map-based control for sectors/animations is my main aim to add to the mod I'm working on. I don't [as I expect at least] need the proper bullet time mechanic itself, more of the backbone of the coding you used for sector related stuff. I hope that would be okay with you should it work out and I remember to give proper credit and all for it. V:
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Xortts
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Re: Bullet Time X [v1.3.1] (Slow Motion Mod)

Post by Xortts »

Lord Misfit wrote: Tue Sep 24, 2024 6:29 pm I know it's been some months since the last update, but I wanted to specifically ask a question about this mod related to the effect on sector movement and such like that. While I know this mod's mechanic allows SLOWING down sector movement/etc on its own, I'm not sure if it can also allow straight up STOPPING it if I were to want to port the code for the sake of implementing it in that form for a proper time STOP mechanic my recent in-beta mod has that's a central mechanic. One of the big things I had been expecting was there had been no real way to stop sectors or even little things like floor/wall/sector animation when you have time stopped in general, so I was a bit surprised to find this mod.

I haven't had a chance to properly play around with it yet directly so I don't know if you can enable a proper time stop and if such would affect sectors/etc. as opposed to the effect being only intended to slow them down in the mod itself. o.o

That said, from what I have seen, this does look interesting and I do like the fact you have been able to basically slow down the proper map world itself, not just monsters in combat. That said, if it is possible to fully stop sectors temporarily in a stop-time situation, I want to state ahead of time that map-based control for sectors/animations is my main aim to add to the mod I'm working on. I don't [as I expect at least] need the proper bullet time mechanic itself, more of the backbone of the coding you used for sector related stuff. I hope that would be okay with you should it work out and I remember to give proper credit and all for it. V:
hi! yes the mod allows full stop of sector movements, when world multiplier is 0 it fully stops them. The trick I used and which I think will be useful for you is to change the thinker statnum from Thinker.STAT_SECTOREFFECT to Thinker.STAT_STATIC. What this will do is to stop the ticking on the sector effect and will make it fully stop, since it stops ticking. Remember to change it back again to Thinker.STAT_SECTOREFFECT otherwise it will be stopped there forever and to also save the reference to those SectorEffects as well because it won't appear on the thinker list next time you look for it with the ThinkerIterator.
Another thing to keep in mind as well, SectorEffect thinkers only appear when the sectors are moving, so for example a SectorEffect for a Door will only appear on the thinker lists when the door is being opened / closed.

Here is a little snippet:

Code: Select all

Thinker thinkerSector;
ThinkerIterator sectorMovingList = ThinkerIterator.Create("SectorEffect", Thinker.STAT_SECTOREFFECT);

while (thinkerSector = Thinker(sectorMovingList.Next()) ) // look for new SectorEffects or ticking ones
{
	if (freezeWorldActive) // considering somewhere in the code this variable exists
	{
		thinkerSector.changeStatNum(Thinker.STAT_STATIC); 
	}
	else
	{
		thinkerSector.changeStatNum(Thinker.STAT_SECTOREFFECT); 
	}
}

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