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

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Linz
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Re: Bullet Time X (Slow Motion Mod)

Post by Linz »

lu88lu wrote:I sometimes get a bug where it freezes me in place

It happens in some maps for some reason

Gameplay mods or just with BTX loaded
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Marisa the Magician
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Re: Bullet Time X (Slow Motion Mod)

Post by Marisa the Magician »

Xortts wrote:
Marisa Kirisame wrote:I'm sorry to say this but, the way you're handling stopping/resuming scrollers completely breaks ANY AND ALL MODS that use static thinkers.

Just saying.
Ohhh just rechecked it and you're right, it checks for all thinkers of type 'Object'. May have to find a workaround or just remove the slowdown of scrollers.
Thanks for pointing it out!
I haven't really tested this myself but I think a way to affect only scrollers would be to check the class name. Even if you can't resolve the class itself at runtime, a string comparison SHOULD work, maybe?
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Spaceman333
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Re: Bullet Time X (Slow Motion Mod)

Post by Spaceman333 »

Gave the mod a spin today and works as advertised - when used on the ground - but I noticed some caveats/gripes when I go airborne.
  • Being midair + holding down movement controls (WASD) will cause me to rapidly accelerate, allowing me to fly at supersonic speeds and get ridiculous momentum until I touch the ground again. I think this has to do with aircontrol - it may be wise to outright disable any aircontrol for the player while they're in slomo. Currently I need to excersize self-control and let go of WASD while I'm in the air with bullet time.
  • The default gravity/falling speed is so fast that doing those iconic Max Payne slomo dive jumps is not given enough time to fully enjoy them. If the slomo could temporarily suspend player falling speed to only 10% of the default value, I think it would solve the issue. Falling drastically slower in slomo would be nice.
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Linz
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Re: Bullet Time X (Slow Motion Mod)

Post by Linz »

Another thing you wanna look into: This mod seems to fuck with the health bonuses for certain mods (making them flash in and out between vanilla and the custom ones for that particular mod)

Two of the problem ones I know of are Trailblazer and Hellrider

(Before you ask, yes I tested it with just loading the gameplay mod and BTX)

Another issue: Grenades from the Patriarch in Trailblazer go wayy more upwards when fired in slowmo for..some reason

(A similar problem happens with Hellboundguy's minigun in Final Doomer, you might wanna test out the other classes and see if BTX causes any issues for the other classes)
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Spaceman333
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Re: Bullet Time X (Slow Motion Mod)

Post by Spaceman333 »

As an additional customization option for the user, it would neat to change the slomo screen tint color as well as the screen effect intensity/transparency.

I'm happy with the default white+bright screen effects, but with customization we could have more/less subtle screen tints and in different colors.
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Vyticoz
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Re: Bullet Time X (Slow Motion Mod)

Post by Vyticoz »

So I just gave this a quick test to see how well it works with Hideous Destructor and there's a few issues that need to be ironed out I think before it's considered fully compatible with HDest.

1) If this mod is loaded after HDest (like how you recommend) it completely replaces all of the Blue Potion spawns with generic Doom Health Pickups which basically makes it impossible for the player to get blues outside of MegaSpheres and/or SoulSpheres. Placing it before HDest in your load order spawns the normal HDest Blue Potions but drinking them doesn't give any sort of adrenaline, which makes sense actually and I'm 100% ok with that but the same problem exists with Berserk. Popping a Berserk Pack doesn't give you any adrenaline for Bullet Time. You might have to make a compatibility patch specifically for HDest so you can get adrenaline from Zerk and maybe Stimpacks because even in base HDest having stims in you give you basically infinite adrenaline for sprinting.

2) Because it breaks all static thinkers it also breaks a few key addons for HDest such as the Dimensional Storage Device and Arcanum causing Out of Bounds Errors. Basically most of the addons made by Accensus utilize static thinkers in one form or another so this only mostly works with base HDest. Most of the weapon addons should be fine. I can't think of any that use Static Thinkers at this moment and I can't think of any reason why they would either. I just felt it was worth mentioning.

3) Just my own personal feedback here, I'd really appreciate it if the hourglass could be moved around on the HUD to a different location and maybe scaled. I play on 1920x1080 and that hourglass is friggin HUGE.

Other than that this mod is actually pretty galaxy brained and works fairly well. Personally, I think the invulnerability during bullet time is way overpowered for HDest and would prefer a damage reduction instead of just straight up invuln but this is fine. All in all, I say this is good work. Needs a little fine tuning but very fun and useful.
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Xortts
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Re: Bullet Time X (Slow Motion Mod)

Post by Xortts »

New Update!
Changes:
Spoiler:
Also, I added a TODO list with all the issues / features planned for the mod in the first post, so that I don't lose track of them :P
Vyticoz wrote: Other than that this mod is actually pretty galaxy brained and works fairly well. Personally, I think the invulnerability during bullet time is way overpowered for HDest and would prefer a damage reduction instead of just straight up invuln but this is fine. All in all, I say this is good work. Needs a little fine tuning but very fun and useful.
I tested the invul thingy, but it doesn't protect me from any kind of damage when on bullet time. I activated bullet time and let a couple of zombies hit me with bullets while on it and well.. they killed me.
Did you do something different or do you remember what kind of damage did it protect you from?
Spaceman333 wrote:
  • Being midair + holding down movement controls (WASD) will cause me to rapidly accelerate, allowing me to fly at supersonic speeds and get ridiculous momentum until I touch the ground again. I think this has to do with aircontrol - it may be wise to outright disable any aircontrol for the player while they're in slomo. Currently I need to excersize self-control and let go of WASD while I'm in the air with bullet time..
Where you using any other mod at that moment? I tested by changing sv_aircontrol to '1' and move around while on air and it worked just fine (on vanilla though).
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Vyticoz
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Re: Bullet Time X (Slow Motion Mod)

Post by Vyticoz »

Xortts wrote: I tested the invul thingy, but it doesn't protect me from any kind of damage when on bullet time. I activated bullet time and let a couple of zombies hit me with bullets while on it and well.. they killed me.
Did you do something different or do you remember what kind of damage did it protect you from?
I tested again to be certain and I definitely died lol So I guess I messed something up in my first round of testing. So far, the updated version is working fantastic!
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Spaceman333
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Re: Bullet Time X (Slow Motion Mod)

Post by Spaceman333 »

Xortts wrote:
Spaceman333 wrote:
  • Being midair + holding down movement controls (WASD) will cause me to rapidly accelerate, allowing me to fly at supersonic speeds and get ridiculous momentum until I touch the ground again. I think this has to do with aircontrol - it may be wise to outright disable any aircontrol for the player while they're in slomo. Currently I need to excersize self-control and let go of WASD while I'm in the air with bullet time..
Where you using any other mod at that moment? I tested by changing sv_aircontrol to '1' and move around while on air and it worked just fine (on vanilla though).
Yes, I was using at least these mods that I suspect could have altered air control.
  • [L]CustomDoom v1.8.1.wad (probably this one most likely, it has a AirControl multiplier, but its set to 1 so I assumed its doing nothing.)
  • jp-mobility-v5r.pk3 (not sure if this has air control, but mentioning it just in case - it adds double jump, wall cling and floor slide)
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lizardcommando
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Re: Bullet Time X (Slow Motion Mod)

Post by lizardcommando »

This is a cool mod. It really is neat to see something like this finally implemented into Doom after all this time. It would be cool to see it make it so that when you activate bullet-time, hitscan bullets turn into projectiles, but I would assume doing that would really hamper this mod's cross compatibility with other mods.

I can't wait for the next update that (hopefully) adds in unlimited bullet-time.
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generic name guy
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Re: Bullet Time X (Slow Motion Mod)

Post by generic name guy »

eagerly waiting for that next update ngl
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Xortts
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Re: Bullet Time X (Slow Motion Mod)

Post by Xortts »

New Update! This is a big one and has new features and fixes!

Changes v1.1.0:
  • Fixed major perfomance issues
  • Fixed shaders on delta touch (fix by generic_name_guy, thx!)
  • Fixed XYZ player movement issue for mods that applied some kind of force when moving (ex: jp-mobility, thx Spaceman333 for reporting!)
  • Reorganized options menu
  • Added unlimited adrenaline / bullet time option
  • Added adrenaline regeneration option
  • Added adrenaline rewards multipliers option (receive more / less adrenaline when killing)
  • Added weapon speed and player movement time multipliers options (monsters can move slower and we can move / shoot faster!)
  • Added mid-air time multipliers options (when jumping, time can now go even slower)
  • Added berserk time multipliers options (when on berserk, player movement and weapon speed gets increased, great for rampages!)
  • Added adrenaline counter position and scaling options
I suggest to take a look into the options menu, now there are more customization options. Experiment with them a little a bit and have fun!
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mamaluigisbagel
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Re: Bullet Time X [v1.1.0] (Slow Motion Mod)

Post by mamaluigisbagel »

Really happy to see an update! Going to be messing around to see if I can find any bugs. Also thanks for fixing the mod to work with jp-mobility, as I discovered it recently and use it almost all the time now!

EDIT: I don't know how feasible it is to fix this, but when playing with Embers of Armageddon, once enemies enter their glory kill state, their recovery timer does not slow down when you activate bullet time. I don't know if anything can be done about this, but figured I'd bring it up.
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generic name guy
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Re: Bullet Time X [v1.1.0] (Slow Motion Mod)

Post by generic name guy »

My screen got stuck with the shader applied, didn't matter if bullet time was on or off
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lizardcommando
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Re: Bullet Time X [v1.1.0] (Slow Motion Mod)

Post by lizardcommando »

Maybe I'm blind or something, but I do not see the additional options anywhere.

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