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FPSC Classic Product Chat / Slow Motion?

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King Of Khaos
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Posted: 9th Oct 2010 21:56 Edited at: 9th Oct 2010 21:59
Is it possible to make the game run in slow motion? Meaning if the player moves the mouse, it takes a second for the camera view to look completely in that direction. I guess all i need is to slow down the camera movement. If this is possible, is it also possible to trigger and destroy it with "Start" and "Destroy" scripts on an enemy?

EDIT: I also need to temporarily slow the player's run speed with the scripts.

Cheers, Jake
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Flatlander
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Posted: 9th Oct 2010 22:09 Edited at: 9th Oct 2010 22:09
Slowing down the "mouse look" is not possible in the stock engine scripting. I believe this can only be done with a mod.

One time there was an issue with "mouse look" with one of the earlier beta versions of v117. It was doing what you are wanting it to do but boy was that really irritating. Mouse sensitivity can be adjusted through the setup file but not in-game using a script.

I have the capability to change the speed of the player and/or an entity (like a character) in RPG Mod. It might be in airmod and therefore will be in version 1.17 stock engine but I'm not sure. I am sure, however, that it is in PB.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
King Of Khaos
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Posted: 9th Oct 2010 22:17
Thanks for the reply F l a t l a n d e r, player speed can be easily adjusted with the player start, but i'm just wondering if it can be triggered with an in-game script. And if i DID have a mod, like PB, how would i slow down the mouse look with it?

Cheers, Jake
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-The Clarkson Residence- (WIP)
The Zoq2
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Posted: 10th Oct 2010 00:43
Quote: "And if i DID have a mod, like PB, how would i slow down the mouse look with it?"


I don't think any existing mod can do that

Srry about my english im from sweeden
defiler
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Posted: 10th Oct 2010 03:26
in theory, since when you look down sights your speed for looking is reduced, cant you figure what does that and have that trigger when you go into slow motion, only different speed then the one used in the sights.

Limitless Box studios current project: Lost Contact

Brunopark09
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Posted: 10th Oct 2010 05:58
Project blue has slow motion i think

i think is a script, i'm not sure, i just know that project blue has a kind of slow motion

SCI FI MEDIA IS NEVER ENOUGH!
Marc Steene
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Posted: 10th Oct 2010 06:07
Yes, Project Blue has commands to slow down time.


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defiler
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Posted: 10th Oct 2010 06:28
project blue has "everything"

Limitless Box studios current project: Lost Contact

Flatlander
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Posted: 11th Oct 2010 02:08 Edited at: 11th Oct 2010 02:08
Quote: "project blue has "everything""


I beg to differ but PB does not have everything. But it has a lot of requested stuff that is considered cool for FPS games. Now, RPG Mod; it has everything. Just kidding.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
BlackFox
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Posted: 11th Oct 2010 03:07 Edited at: 11th Oct 2010 03:13
Quote: "I beg to differ but PB does not have everything. But it has a lot of requested stuff that is considered cool for FPS games. Now, RPG Mod; it has everything. Just kidding. "


Easy Flatlander...

RPG Mod has the things we require to fit an RPG-style game; PB has what it needs for its usage. That's one difference. The other difference- we don't have someone posting in every thread how "PB can do this, that, and the other thing." When PB can make me a cup of coffee, I'll be impressed.

I've never heard of "slowing down the mouse". That's an interesting thought.

- BlackFox

RPG Mod- Create a world full of adventure
AbdulAhad
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Posted: 11th Oct 2010 05:43 Edited at: 11th Oct 2010 05:44
I believe Predator mod, which is being used for Aliens Vs. Predator, has the ability to slow down time.

By the way, it isn't released to the general public.

Abdul Ahad
Marc Steene
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Posted: 11th Oct 2010 06:07
Quote: "I beg to differ but PB does not have everything."


It may not have everything, but it saturises most peoples scripting needs. There's only a couple of missing scripting features I've found I've needed so far which happen to be in other mods.


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Michael Thompson
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Posted: 15th Oct 2010 13:57
Just out of curiousity, slowing down time was mentioned to be in PB, and I was wondering whether this is possible without a mod? if not, is there any mod for 1.17 that allows for slow motion?
Thanks.

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Marc Steene
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Posted: 15th Oct 2010 19:57
Not at the moment. If you're even slightly serious about game development, don't try to cut corners at every opportunity.


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BlackFox
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Posted: 15th Oct 2010 20:56
Quote: "Just out of curiousity, slowing down time was mentioned to be in PB, and I was wondering whether this is possible without a mod? "


Unfortunately, no. If PB allows for this option, then it is the only mod to have that capability.

Quote: "If you're even slightly serious about game development, don't try to cut corners at every opportunity."


Are you suggesting that the user is not serious if he/she does not buy PB? Perhaps a little clarification would be in order...

- BlackFox

RPG Mod- Create a world full of adventure
Marc Steene
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Posted: 15th Oct 2010 21:00
Quote: "Are you suggesting that the user is not serious if he/she does not buy PB?"


I'm suggesting that if a user is not willing to part with a small sum of money to greatly enhance the capability and functionality of their game, then they cannot really be considered serious game developers. This doesn't just apply to Project Blue or even just mods, but any other model packs/media.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
BlackFox
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Posted: 15th Oct 2010 21:15
Quote: "I'm suggesting that if a user is not willing to part with a small sum of money to greatly enhance the capability and functionality of their game, then they cannot really be considered serious game developers. This doesn't just apply to Project Blue or even just mods, but any other model packs/media."


Buying model packs or other media is a good investment and will add to the developers arsenal for development. It is hard to develop with just stock (or default) media only, and that part of your statement I can agree with. However, IMO, mods don't fall in the category of "must have" to successfully develop and deploy a commercial product. There are a few that have done so successfully without the use of mods.

Since you appear to be the PB spokesperson, I can understand and appreciate what your views are. But one does not necessarily need to buy PB, or even use other mods, to be successful. I just don't see the need to suggest that not using a mod (or willing to buy one) is cutting corners or does not make them serious developers. When you develop and sell a project, it becomes commercial. Before PB, we used no mods and sold projects commercially. In our view, we were successful. That's the point I was trying to make.

- BlackFox

RPG Mod- Create a world full of adventure
Marc Steene
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Posted: 15th Oct 2010 21:39
Quote: "Since you appear to be the PB spokesperson"


Yes, it seems to be a self appointed position I guess it's just that I find it annoying that there is such a lack of "gameplay creativity" on this forum. By that, I mean creating features which are completely unique and never before seen in FPSC. With Project Blue, there is just so much potential which has not yet been fully exploited. Even the stuff that I've done with the turrets, nuclear explosion scene, rocket launch and AC130 is only a taste of what is possible with PB.

Sorry for the confusion Black Fox, I think what I said earlier came out the wrong way.


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BlackFox
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Posted: 15th Oct 2010 21:58
Quote: "I guess it's just that I find it annoying that there is such a lack of "gameplay creativity" on this forum. By that, I mean creating features which are completely unique and never before seen in FPSC. With Project Blue, there is just so much potential which has not yet been fully exploited. Even the stuff that I've done with the turrets, nuclear explosion scene, rocket launch and AC130 is only a taste of what is possible with PB."


There is a lot of potential with using mods (Project Blue, RPG). You will find limitations to some concepts with just using vanilla FPSC. That I can agree with there. That's why I like RPG Mod. It opened a lot of doors for our development. In your developments with the turrets, etc you have done, Project Blue opened a lot of doors as well.

One can do good development with vanilla FPSC and model/media packs for enhancements. It can be a long, tough road, but it can be done. One can further the experience and enhancements by using their choice in respected mods for different features, which will add "extra/special" features to their development.

Quote: "Sorry for the confusion Black Fox, I think what I said earlier came out the wrong way."


No worries. I respect your point of view, and although you and I support two different mods, we both feel the same way when it comes to development and potential.

- BlackFox

RPG Mod- Create a world full of adventure
Flatlander
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Posted: 15th Oct 2010 22:14
Quote: "By that, I mean creating features which are completely unique and never before seen in FPSC."


RPG Mod probably has the greatest arsenal of "features which are completely unique and never before seen if FPSC."

PB has a few things that allow for some unique features regarding weaponry. That is great. I could do the same thing with RPG Mod but I am waiting to see what the final version of the migration has to offer and then I may include a few things that PB has that didn't get into the migration; other than 3rd person perspective capability. Plystire is not the only one capable of hacking the engine code. My experience in programming and now with working with the stock engine code allows me a lot of possibilities with it.

I'm only responding because you treat RPG Mod as a substandard mod to PB. To the contrary it is not and even though I could care less if anybody uses it I still must defend it because I have spend countless hours over a period of a year and it is my "baby."

I believe why most people don't think it is very good is simply because it is extremely difficult to script. Anything worthwhile is difficult. The more difficult, the more capabilities (powerful).

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Marc Steene
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Posted: 15th Oct 2010 22:30
Quote: "I'm only responding because you treat RPG Mod as a substandard mod to PB."


You're correct in saying that - the only reason why I believe that is not that RPG is any less capable than PB, it's just I've never used it or taken the time to learn the scripting functiond.

I'm interested in your claim that RPG mod has a greater aresenal of features than PB - I'll take you up on that offer and start using RPG Mod and see what I can conjur up.


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BlackFox
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Posted: 15th Oct 2010 22:48 Edited at: 16th Oct 2010 06:46
I don't think there is any need to draw a line in the sand and have a stand-off regarding mods. PB has its features and costs; RPG has its features and is free. Both are contenders, and both will remain. The only difference other than features is that the developer of PB also has his hand in the development of FPSC; whereas RPG will always remain independent of the FPSC source and will never get migrated into the FPSC source. One can develop using or not using a mod; one can enhance their development with choosing which mod they want to use. Let's let cooler heads prevail.

To the topic at hand, if one wants slow motion, then one may need PB if it has that capability. RPG has commands for speed and such, but I am not sure if that is what you are after.

- BlackFox

RPG Mod- Create a world full of adventure
Flatlander
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Posted: 15th Oct 2010 23:14 Edited at: 15th Oct 2010 23:19
I'm sorry Blackfox, the line has already been drawn!

Download the help document (attached download link). You will find that even the help file is hefty. Look at the features and see for yourself. However, you cannot do a few of the things you are now doing with PB. But there are a few things that PB has that RPG Mod has. There are a few features (commands) that are not in the current PDF. There is also a feature in the works for printing out (displaying) RPG Mod variable names and content on top of a background hud. After that I will be adding more capabilities to the inventory system.

Again, if you do not want to take the time to script nor do you need the capabilities of RPG, then don't start with it. I don't want you to waste your time because you cannot do something you absolutely want to do and can't because the few features are not within the mod. If you are going to give a lot of weight to weapons then you may not want to use RPG Mod.

What I do desire, however, is some respect and acknowledgment.

Again, please be advised that the scripting must be exact and therefore can be frustrating, so you cannot judge whether or not it is a good mod or not just because you might run into a road block. Also, you cannot assume that it is a bug. Anything that is programmable should be exact or it will not work the way it is supposed to work.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Plystire
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Posted: 15th Oct 2010 23:21 Edited at: 15th Oct 2010 23:22
Utilizing internal variables (and tracking the variables), I am certain that a mouse sensitivity lag can be scripted.

Pseudo-code for it:
- Track mouse movement (via $MMX and $MMY)
- Offset player camera angle based upon a percentage of the tracked mouse movement.

Basically, you're capturing how far the camera must have rotated based upon the mouse movement variables, then setting them back by a certain amount. This will, in effect, create the illusion that the mouse sensitivity has been altered.

Of course, the sensitivity itself has not been changed, but this is a simple way of doing so until a more straightforward mouse sensitivity command has been made.

And, to be clear on the "slow motion in PB", there is a very simple command to alter the flow of "time". This can create super-speed or slow-motion. Although it is trying to alter the flow of time, I'm afraid it can't go backward in time... now THAT would have been cool.


The one and only,


Flatlander
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Posted: 15th Oct 2010 23:46
Thank you Plystire for keeping this on topic. I'm sorry it actually went off topic.

The internal variables is one of your cool features and should be able to work with what King Of Khoas is looking for.

Quote: "backward in time... now THAT would have been cool"


Now that is an interesting concept for the Time Lord to look into.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
King Of Khaos
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Posted: 16th Oct 2010 03:51
Thank you Plystire, and although i'm not exactly sure what you're talking about, i still appreciate it.

Cheers, Jake
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Flatlander
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Posted: 16th Oct 2010 06:37 Edited at: 16th Oct 2010 06:54
I was waiting for someone to come to your rescue but apparently not. So, I have to say that I have what you are possibly looking for.

The commands are:

rpg_setplayerspeedratio=X - Sets the player's speed. (Default = 100)
rpg_setentityspeed=X
rpg_mousesensitivity=X

I set each of these values to 5. rpg_setentityspeed=X goes into the main of the entity.

Here is a youtube video that shows these commands in action.

http://www.youtube.com/watch?v=7h01gYnUhYI

One thing I didn't do was match the weapon movement and shots with the speed reduction. Also the sound of the footsteps also do not match. I'm not sure if I would get around to fixing that though.

If you noticed the player going a little faster I wanted to show the run mode in slomo (reduced speed).

Addendum:

Also, I forgot to say that I don't have blood turned on so there is no blood splats. It is not a bug but a feature of RPG Mod. You can also turn off the footfalls as well.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
BlackFox
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Posted: 16th Oct 2010 06:45
Quote: "I was waiting for someone to come to your rescue but apparently not. So, I have to say that I have what you are possibly looking for."


Drat. Now I have to re-read my RPG Mod manual

- BlackFox

RPG Mod- Create a world full of adventure
Marc Steene
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Posted: 16th Oct 2010 09:22
Quote: "a more straightforward mouse sensitivity command has been made."


Coming in 1.18


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Flatlander
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Posted: 16th Oct 2010 11:04
It's already in RPG Mod,

rpg_mousesensitivity=

But, that's OK. It's good that it will be in the stock engine.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Michael Thompson
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Posted: 16th Oct 2010 19:42 Edited at: 16th Oct 2010 19:50
@marc steene
Quote: "
Not at the moment. If you're even slightly serious about game development, don't try to cut corners at every opportunity.
"

No i am not trying to cut corners. honestly, i wish all the money i had that i could afford it, but the reason i can not is this;
i am a jobless student, who doesnt get pocket money, has 27 dollars au all up, and no bank account. otherwise i would have it. but no, i am not trying to cut corners.

now, back to topic.

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Marc Steene
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Posted: 16th Oct 2010 20:08
Quote: "i am a jobless student"


Then perhaps instead of spending your time on FPSC, you should get a job instead?


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vortech
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Posted: 16th Oct 2010 20:36
Looks interesting. Can this effect achiewed when killed enemy so your game slows down for 3 seconds. And if, can someone post RPG mod script.


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Flatlander
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Posted: 16th Oct 2010 21:40 Edited at: 16th Oct 2010 21:44
I don't completely understand.

Only when a "certain" enemy is killed?
When "all" enemy are killed?
When "each individual" enemy is killed?

If a certain enemy is killed and if there are other character enemies still left, do you need all of those characters to slow down?

The complexity of the scripting depends on the answers to the questions.

Basically, you activate a dynamic entity from the "destroy" script of the enemy killed. This dynamic entity has the script to slow down the player and decrease the mouse sensitivity. A RPG Mod timer will be used to time the slow down. If there are other characters left, each one will need to be activated to call the entity slow down command. Again a RPG Mod timer would be used in each of the characters that need to be slowed down. After the time is up then reset the speed commands and mouse sensitivity.

You could use a cool (blurry or something - or if possible the blur effect in v117 - RPG Mod v3.x) full screen (known as an eye hud) hud to enhance the effect.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Plystire
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Posted: 16th Oct 2010 22:35
Not bad, Flatlander.

Quote: "One thing I didn't do was match the weapon movement and shots with the speed reduction. Also the sound of the footsteps also do not match. I'm not sure if I would get around to fixing that though."


That's taken care of in PB, with the timeflow command. Sounds from everything are adjusted to the desired timeflow. I thought I had made a video showing it... I'll try to go dig it up and if I can find it, I'll post it here.

[[[ Rummages through videos ]]]

Found it! Never did put it on youtube. But I've attached it here in low quality form (2 MB roughly)


Here's the script I used in the video. It was attached to a dynamic light. Very simple, actually.




Hope you like it.


Just realized that in the video, the enemies aren't slowed properly. I'll ask hockeykid if that's been fixed or not, but this is a rather old vid.


The one and only,


Michael Thompson
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Posted: 17th Oct 2010 06:24
Quote: "
Then perhaps instead of spending your time on FPSC, you should get a job instead?
"


Well let me inform you that i am looking into getting a job, with little success, as all places nearby are either stupid, and therefore i wont work for them, or not taking new employees.
now is it me, or are you having a go at me?
maybe you can clear that one over before a mod drops by, and while you are at it you can stop telling me what to do with my life.
now can we please get back to the topic we should be on?

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Marc Steene
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Posted: 17th Oct 2010 06:30
It was just a friendly suggestion I don't know your life situation so it's hard for me to make judgements like that, but if the situation is as desperate as you make it out to be and you have only "$27", then it seems like time could be better spent elsewhere and unless you're taking game development seriously and as a possible career choice (as in, commercial development) rather than a hobby, it would be best left for when your monetary situation improves.


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Flatlander
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Posted: 17th Oct 2010 06:49
Quote: "One thing I didn't do was match the weapon movement and shots with the speed reduction"


I was working a little bit at adjusting the gunfire of the player. I have a command that will make the sound of the player's gunfire slow up and also the sounds of the reload and holstering the weapons are slower if the developer uses the command to make the adjustment. However, the sound of the entity's weapon is still normal speed right now. I thought I made adjustment for the sound of the footfall but I can't be sure yet as I can't even hear the footfalls.

Anyway, I think I will put this back on the to do list and finish up what I was doing in the first place.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Michael Thompson
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Posted: 17th Oct 2010 07:21 Edited at: 17th Oct 2010 07:46
Quote: "unless you're taking game development seriously and as a possible career choice (as in, commercial development) rather than a hobby, it would be best left for when your monetary situation improves."

yep, thats right, commercial and all. As i said earlier, i would get pb, but i cant afford it. do u know of any other 1.17 mods that can do this?

@ F L A T L A N D E R
This script you are talking about, does it slow down enemies and gravity as well?

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Flatlander
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Posted: 17th Oct 2010 08:12 Edited at: 17th Oct 2010 08:20
Did you watch the video on a post above. It's on youtube.

Yes it slows down enemies. Don't concentrate on Marc or you will miss important posts regarding the topic. So, read all my posts in this thread and watch the video.

Hmmmm? gravity. I didn't think about gravity. No it doesn't affect gravity. But, I'm finished working on this for now as I said. I am not going to spend my time on something that I'm not even going to probably even use; and I'm certainly not going to do it just to try and attract somebody to use RPG Mod. Waste of my time. I could care less if you use it or not. It works well for me and this is why I developed it - for my use -- and whoever wishes to take advantage of the features for a FP role playing game.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Michael Thompson
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Posted: 17th Oct 2010 09:01
@F l a t l a n d e r
Fair enough. that video looks like there are a few small bugs, but it is quite promising. i will have a little play with rpg mod, it looks quite good.

Quote: "Don't concentrate on Marc or you will miss important posts regarding the topic."

Yep, i think its blown over now. hopefully, coz i dont like fights, i get them enough here on earth as it is (if you catch my drift) anyway, i hope that we can get past this coz i dont enjoy lingering on the past. im already over it and i hope marc is too.

Anyway, your mod looks good from what i have seen, i will enjoy fiddling with it XD

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Flatlander
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Posted: 17th Oct 2010 10:25
Thanks Michael. BTW, what appears to be bugs is something that unfortunately cannot be controlled. The original engine code makes it very difficult to control everything. As a matter of fact, it would probably be impossible to do anything with gravity as it is pretty much controlled by what is called ode physics. This is a part of DBPro which is in a DLL. The entity character has some odd movements at times and cannot be easily controlled if at all. Also, the gun shots are normal sound speed but I had created a command just today to make the sound speed slow up. However, the character's gun sound speed is still a problem and probably not doable. The speed ratios for both player and entity can be adjusted as well as the mouse sensitivity. Mouse-look is still problematic anyway. I don't know exactly what all you saw that seemed buggy but again, doing slow motion within an engine that had already been written is very problematic. I guess that is why you don't see it in other mods. You can only do so much and this is just about all that probably can be done. At least I think.

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DarkAngelOblivion TM
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Posted: 17th Oct 2010 11:21
im not sure if anyone has posted this already but H6 mod has slow motion if you press "T" key

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Flatlander
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Posted: 17th Oct 2010 12:31
@DarkAngelOblivion TM

Nobody has mentioned it. I believe it only runs with FPSC v1.07? Is it still in existence?

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DarkAngelOblivion TM
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Posted: 17th Oct 2010 14:37
yeah i just did a search on mods, then found that then it said "slow motion", ive never heard of the mod before but at least it has slow motion

Tomorrow never comes until it is too late...
Marc Steene
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Posted: 17th Oct 2010 15:45
Quote: "coz i dont like fights"


Don't worry that wasn't a fight And yes, it's blown over. Sorry for starting that cascade of useless posts, it wasn't intentional.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Michael Thompson
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Posted: 17th Oct 2010 19:38
Quote: "Sorry for starting that cascade of useless posts, it wasn't intentional."

Thats cool now.
Quote: "it would probably be impossible to do anything with gravity as it is pretty much controlled by what is called ode physics"

Rats
Quote: "I don't know exactly what all you saw that seemed buggy"

Just the overall look and feeling of it.

Anyway, sent off a link yesterday, and will be looking forward to playing with it when i get back from school today.
Thanks.

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
Flatlander
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Posted: 17th Oct 2010 20:54 Edited at: 17th Oct 2010 20:56
Quote: "Quote: "it would probably be impossible to do anything with gravity as it is pretty much controlled by what is called ode physics"

Rats"


I may be wrong about that.Even though the physics is within a DLL there are still commands available to use the physics. I just have not used them. There is a variable I found within Lee's code called grav#. If I set this to a very small positive value or even a negative value this might effect the gravity. At least that is what I'm thinking. I'll add a command to adjust that and see what happens.

Quote: "Just the overall look and feeling of it."


I don't know. Slow motion feels weird anyway. I affected the mouse-look through mouse sensitivity and so when I'm moving the mouse it is very slow which would seem weird. The gun bounces at a normal speed and so that would seem weird. I'm not sure how to slow that down.

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Gencheff
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Posted: 17th Oct 2010 21:11
Flatlander,the mouse sensitivity command in RPG Mod doesn't seem to work for me.

Another problem I see is with mouses such as a Logitech G5 (mine),they have 2 buttons to change mouse speed 'on the fly'.

Flatlander
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Posted: 17th Oct 2010 21:19 Edited at: 17th Oct 2010 21:22
I was afraid that mouse sensitivity was possibly not going to work with some "mice" and its software. It does happen to work with my logitech mouse. It's a simple inexpensive one (not sure model). It's not anything with RPG Mod because all it does is adjust the mouse sensitivity as if you had changed it in the setup.ini file.

For some reason, I feel compelled to look into this slow motion effect some more. So, I'm looking at another possibility to code this effect.

Addendum

I had to set my mouse sensitivity to "5". So it really needs to be set low to show any affect. 100 is default and max and even setting it to 50 doesn't seem to show much difference.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod

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