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
-
- Posts: 197
- Joined: Thu Jun 02, 2005 5:09 pm
bullet-time?
-
- Posts: 3820
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
-
- Posts: 197
- Joined: Thu Jun 02, 2005 5:09 pm
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.
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
- Posts: 197
- Joined: Thu Jun 02, 2005 5:09 pm
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
- Posts: 650
- Joined: Fri Jul 02, 2004 10:53 am
- Location: Doing some stuff.
-
- Posts: 2529
- Joined: Mon Mar 22, 2004 7:00 pm
- Preferred Pronouns: He/Him
- Location: California, USA. Previously known as "Agent ME".
-
- Posts: 243
- Joined: Wed Dec 10, 2003 10:50 pm
- Location: Unfired!
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 ...
-
- Posts: 197
- Joined: Thu Jun 02, 2005 5:09 pm
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)
-
- Posts: 243
- Joined: Wed Dec 10, 2003 10:50 pm
- Location: Unfired!
-
- Posts: 1616
- Joined: Wed Feb 09, 2005 3:09 pm