it was posted in some other thread that nobody checks anymore...I wrote:'timescale'-like command... i mean slowing down / speeding up the time
i dunno if it makes any sense in doom though... but maybe some powerups could work that way, or something...
or is it present already?
bullet-time?
Moderator: GZDoom Developers
bullet-time?
hm...
...and then maybe realtime bullet physics? since when (or IF) time slowdown is implemented, with time flowing at like 0.01 of normal rate, the non-projectile weapons will still be work the same way (although intervals between shots will get bigger)
...just wondering.
...just wondering.
- TheDarkArchon
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- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Yeah, I think he meant something like the physics timescale thing in Half-Life 2 -- everything moves slower, the interval between gunshots gets longer, but hitscan weapons retain their instant effect.
I mean, I would guess that it might be possible considering the interpolation used to get the framerate above 35 FPS ...
I mean, I would guess that it might be possible considering the interpolation used to get the framerate above 35 FPS ...
anonone wrote:Yeah, I think he meant something like the physics timescale thing in Half-Life 2 -- everything moves slower, the interval between gunshots gets longer, but hitscan weapons retain their instant effect.
I mean, I would guess that it might be possible considering the interpolation used to get the framerate above 35 FPS ...
yeah, exactly, timescale, but i think bullet weapons could shot projectiles as well (like in action doom), only very fast and small (so with timescale 1 it would still work the same way)