
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 hellIRL has been busy for me in the last days, so don't expect a release too fast. I'm doing this in my free time whenever I can.
Nah, doing that would have some design flaws that would make the mod crappy. What if I use up all my slomo points and then die? Suddenly death slomo has no slomo points to use for its dramatic effect. Same for all the others, it would create conflicts that would break the mod's enjoyability factor.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).
Definitely feel you on that my friend. Weeks can turn into months, but we're patient so don't sweat it. This is DOPE AFFFFFF btw, nice work.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.
Depends if future version of GZDoom add the ability to override the sound reverb globally. Afaik the current version does not have this feature, so it not doable.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?
I've seen a similar feature in Soldat (2d multiplayer shooter game). In a multiplayer scenario, I felt it was more of a gimmick that was rarely used after the initial novelty wore off. Meanwhile in Doom's singleplayer with hundreds of monsters, encounters with varying range, setup and pace... I think the feature would do more harm than good for sustained play.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:What will this feature bring? Two things: