possible slow motion in doom?

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kaos_2211
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possible slow motion in doom?

Post by kaos_2211 »

Hi guys! how are you? will see as the title says.

Image

My question is whether it is possible to achieve that effect in the GZDoom engine. especially for doom

well as in the video at minute 00:08

http://youtu.be/Db02oV-hM3I?t=8s

gracias! :mrgreen:
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Caligari87
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Re: possible slow motion in doom?

Post by Caligari87 »

There's been a few ways of playing around with "slow motion", most of which are basically hacks. There was a fork of ZDoom which allowed adjusting the tic rate "on the fly", but caused tons of physics bugs and never really went anywhere. You could create all-custom monsters/weapons/items that go into "slowdown" states if a certain variable is set or something, but it would be a lot of work.

Another way is to set up a command alias that repeatedly spam-toggles the "freeze" console command; I did something like that a few years ago that worked okay, although I don't have the code anymore. Kinda fun to play with but really not fit for an actual mod or anything.

8-)
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TheMightyHeracross
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Re: possible slow motion in doom?

Post by TheMightyHeracross »

That would be pretty difficult since every single thing would have to be affected. Even worse if there's multiple slowdown speeds.

Also, is the huge Hamtaro gif necessary?
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Re: possible slow motion in doom?

Post by Nash »

You can sort of do a cheap hack of it by repeatedly activating and deactivating the TimeFreezer powerup. Looks like crap though.
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kaos_2211
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Re: possible slow motion in doom?

Post by kaos_2211 »

thanks for your reply to everyone! already had made ​​a wad with the effect of slow motion with the method of freezing. but I leave much to be desired but still thank you all! xD
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chopkinsca
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Re: possible slow motion in doom?

Post by chopkinsca »

Caligari_87 wrote: Another way is to set up a command alias that repeatedly spam-toggles the "freeze" console command; I did something like that a few years ago that worked okay, although I don't have the code anymore. Kinda fun to play with but really not fit for an actual mod or anything.

8-)
I did that once just to see what would happen. At the time, revenant seekers would lose their seeker status after a freeze.
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cortlong50
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Re: possible slow motion in doom?

Post by cortlong50 »

i really hope this conversation goes further. i would love some bullet time in my doom.

though i will say it sounds like a TON of decorate coding and probably a pretty beefy ACS script too.

either way...thecuriosty is killing me.
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Re: possible slow motion in doom?

Post by Boingo_the_Clown »

kaos_2211 wrote:My question is whether it is possible to achieve that effect in the GZDoom engine. especially for doom

well as in the video at minute 00:08

http://youtu.be/Db02oV-hM3I?t=8s

gracias! :mrgreen:
I used to get an effect like that every time I played, back when I was playing DooM on dial-up. :D

You should have seen the time I tried to play deathmatch with Bogog Frog in Australia with a 56k modem.

Of course at the time we thought of it more as a bug than a feature.
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edward850
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Re: possible slow motion in doom?

Post by edward850 »

It was neither. You forgot to turn on network dupping (or you configured your modem wrong). Your latency and bandwidth throughput wasn't keeping up with Doom's actual performance.
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Boingo_the_Clown
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Re: possible slow motion in doom?

Post by Boingo_the_Clown »

This was back in 2000. There was no network dupping back then. There was only watching your screen updating once or twice per second while packets swapped over a dial-up connection.

BTW: I was making a joke.
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Re: possible slow motion in doom?

Post by edward850 »

Boingo_the_Clown wrote:This was back in 2000. There was no network dupping back then.
What are you on about? There was always tic dupping, seeing as it was a Vanilla Doom feature. The doom wiki page wouldn't exist if it wasn't. The only change ZDoom made to it was removing the issue where frames wouldn't render between duplicated tics.
Boingo_the_Clown wrote:There was only watching your screen updating once or twice per second while packets swapped over a dial-up connection.
As Doom was explicitly optimized for modem/low baud serial connections (In 1993, when the 56k modem was a pipe dream), as well as being able to do 4 player modem games over DWANGO, this couldn't be any further from the truth.
Boingo_the_Clown wrote:BTW: I was making a joke.
It sure doesn't look like one.
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Boingo_the_Clown
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Re: possible slow motion in doom?

Post by Boingo_the_Clown »

I mused about my slow net connection experiences.

The joke (which should have been obvious) flew over your head.

Just leave it at that.
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Re: possible slow motion in doom?

Post by edward850 »

Yeah, no. There was no joke, or at least no successful joke. Next time you try, make sure whatever you say isn't a common issue with improperly configured netgame settings and hardware, that has existed all the way back since 1993.

Just leave it at that.
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Re: possible slow motion in doom?

Post by wildweasel »

edward850 wrote:Yeah, no. There was no joke, or at least no successful joke. Next time you try, make sure whatever you say isn't a common issue with improperly configured netgame settings and hardware, that has existed all the way back since 1993.

Just leave it at that.
I would really appreciate it if you could stop overanalyzing things like this. You are coming off as a big jerk here, whether that was your intent or not.
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