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FPSC Classic Product Chat / Slow Motion?

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CoffeeGrunt
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Posted: 17th Oct 2010 21:25
It's a shame that FPSC doesn't have a unified timing system. Unreal has a Tick system that can be edited to slow and speed up everything in game...

Gencheff
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Posted: 17th Oct 2010 21:26
I see.This seems like it could turn into a big problem when applied in-game then.

I'm not very familiar with the source code and how the 'turning' works as opposed to speed and such,but maybe a ticking delay might work.I guess a continuious loop to pause mouse movement that runs every few milliseconds and pauses for a certain amount of time.If done correctly in small timeouts it shouldn't turn out very choppy.

I'm shooting blind here,so I'm not certain if this is the right way to do it.

Flatlander
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Posted: 17th Oct 2010 21:42 Edited at: 17th Oct 2010 21:47
@Coffeegrunt, yea that would make it easier.

@Gencheff, yup, mouse sensitivity is not a good way to do the mouse-look for slomo. It seems that one should be able to adjust the mouse movement with a timer. Mouse sensitivity was the easiest and fastest way to at least make it "appear" slow but if you make big sweeping movements with the mouse it will still move quickly. So, I guess that is out.

Addendum:

I'll be back later today. I am looking at another way of creating slow mo and just using a command such as rpg_slowmo=1 to turn on and rpg_slowmo=0 to turn off.

I'm going to delete the mouse sensitivity command because it actually is useless as it is hardware dependent and should stay in the setup.ini file.

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Flatlander
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Posted: 17th Oct 2010 22:07 Edited at: 17th Oct 2010 22:30
That didn't take long did it?

I found out that Blackfox had actually purchased H6 mod from the programmer. I don't know who that is. So, Blackfox had sent me the code and I have looked at it and have tested the slomo code. He has it so that if "T" is pressed then it will kick in. I think the developer should have control of that rather than the player. I will be integrating this code into RPG Mod and the author of H6 Mod is to be given the credit. Thank you. This will be stated in the official version of RPG Mod when it is released.

Addendum:

I took another look at it in test. Apparently only the entities goes into slo motion. However, at least one does not have to include code for every single entity.

Addendum #2:

It looks like I will need to do some tweaking but we're on the right track with this. Still a problem with gravity, mouse-look and with entity footfall sound.

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BlackFox
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Posted: 17th Oct 2010 23:05
See, another reason you keep me around and part of the development team

The slow motion in H6 was actually sound as far as code went. It will make a good addition. Good idea to change the key coding on "T" and allowing the developer to specify the key, since some already use "T" for other functions.

- BlackFox

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Flatlander
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Posted: 18th Oct 2010 00:49
Quote: "See, another reason you keep me around and part of the development team"


Yup.

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Michael Thompson
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Posted: 18th Oct 2010 10:43
Quote: "There is a variable I found within Lee's code called grav#"

I was actually thinking about asking the following;
Would you be able to modify the dll so that the gravity is set to (as most of us hopefully know acceleration due to gravity is) 9.8 and then the mod users can change that themselves, obviously for example 0 would be no gravity - you dont ascend or descend, your vertical velocity would be constant, unless ofcourse acted on by an external force (newtons second law). (Hope every1 understands that)

Quote: " The gun bounces at a normal speed and so that would seem weird."

That might contribute to it.
when i said the whole feeling, i said that because i am not sure bout everything thats making it glitchy, i can just see something is wrong (if you catch my drift)

anyway, now i got my download link (found it in my inbox @ school 2day) and so i will download it asap and have a play with it.

Thanks.

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Flatlander
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Posted: 18th Oct 2010 19:50
@Michael,

The slomo that i'm work on will be in RPG Mod v 3.30. I believe you will have gotten v3.21. Watch the RPG Mod official thread when the next version comes out.

I'm having difficulties with slowing down the player gun as well as jump speed. I've stopped working on that for now and am trying to figure out how to slow down the camera movement. There are two variables one is speed# and the other is camerarotspeed# which I'm playing around with.

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Michael Thompson
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Posted: 21st Oct 2010 05:50
will do, thanks.

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Flatlander
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Posted: 21st Oct 2010 07:19
Michael, I spent two solid days (probably about 20 hours) trying to tweak the code to look and sound better for slow motion. I'm afraid because of how Lee originally coded the engine makes it very difficult if not impossible to slow the player's jump speed, to slow down the camera movement and to slow down the player's bounciness when carrying a weapon. I will probably on occasion look at the issues but not for a while. Those 20 hours burnt me out on it.

I said this in the help documentation:

Quote: "The slow motion effect is not ideal because of how the stock engine has been initially written. However, it is probably good enough in limited situations."


I hope I didn't raise anybody's hopes.

BTW, v3.30 is out now.

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vortech
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Posted: 21st Oct 2010 22:34
I meant only one enemy killed. Like in UT slow-motion kills.


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Michael Thompson
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Posted: 22nd Oct 2010 05:20
Quote: "v3.30 is out now."

Awesome, I will download it ASAP and take a look at it (prob not till next month as i have blown my internet quota . But it is looking good. what language do you use? c++?
Thanks.
P.S.
(which ever language you use, i will take a look into and look at slow motion myself (gotta start somewhere, and i set really high goals for myself. I an the type who will look for a problem and will not give up on it until i am happy with it)
Thanks again.

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Flatlander
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Posted: 22nd Oct 2010 05:31
Quote: "prob not till next month as i have blown my internet quota"


Sorry to hear that.

I'm sorry if you misunderstood me but the source code is not included with it. This is like any other mod where you modify the source code which is in DBPro. I won't release my code but you can get the unmodified legacy code by Lee from Google code to see if you can spot a way to work with gravity or camera movement.

@vortech

I looked at the possibility of making an character entity go into slow motion when they loose their health. It doesn't seem to affect them at all. They still fall over at great speed. I'm going to test something else because it might be possible to start the character into slow motion after he has only so much health left.

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Flatlander
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Posted: 22nd Oct 2010 12:52
@vortech

Take a look at the youtube video. I just about have it tweaked. I believe this is what you might be looking for. The first person I'm shooting at eventually goes into slow motion when he is just about killed. I then turn to the second character and he remains fast until I kill him and he goes into a slomo death throw. Then I turn back to the other character and he is still in slow motion but it only takes one more shot and he too is killed and continues into a slomo death throw.

http://www.youtube.com/watch?v=TQYs9TXpCYg

To do this will require either RPG Mod v3.31 or RPG Mod v3.4 depending on if it will be released before a major inventory system update addon.

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vortech
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Posted: 22nd Oct 2010 17:14
Yep, just that. I have the newest version of rpg mod. That's just perfect.


Check for pure horror.
And Now with real demo.
Flatlander
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Posted: 22nd Oct 2010 21:11
@vortech

I'm wrong about needing v3.31 or above. Actually, you can do it right now with the commands that are already available. When I made the statement of needing a newer version I was thinking of how I want to tweak the code some more. In order to make a character die in slow motion you would need to modify the "throw" scripts in the people folder. However, modifying the script will cause ALL characters to die in slow motion. Lee has hardcoded running these scripts when a character dies. What I would need to do is make sure that only the character that you want to die in slow motion uses the necessary modified script and all the others would use the normal script. This will come later in a newer version. For example, here is the throwback.fpi script that I modified to run in slow motion.



You will notice the line:


:state=x,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5

I'm not sure if this line needs to be available for every state but I did that just to make sure it never got missed. So, the x is for each state that is in existence and it is at the beginning of each state grouping. The condition "healthless" could have a smaller value. You need to tweak the value to fit in with how you want it to play out. Sometimes the character, after falling down, can get back up. So, there might be some adjustment needed.

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BlackFox
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Posted: 22nd Oct 2010 21:58
Nice video example, Flatlander. Shows your concept well. appreciate the time spent on showing this off.

- BlackFox

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vortech
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Posted: 23rd Oct 2010 10:22
Thanks. So this script plays when character dies when killed, or is there required all those death scripts. And I think that this is possible with ragdoll if I change some conditions/actions to match ragdoll.


Check for pure horror.
And Now with real demo.
Flatlander
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Posted: 23rd Oct 2010 16:52 Edited at: 23rd Oct 2010 17:50
I finally finished what I was wanting to do to make this a lot more developer friendly. Now it is just a matter of using a single command to get the desired results.

rpg_allslowmotion=X Y(will create a slow motion effect for entire scene)
rpg_characterslowmotion=X (will create a slow motion effect for a single character)
rpg_chardieonlyslowmotion=X (will create a slow motion effect only for the death throws of a single character)

vortech, you are correct in what you say. So what I have done was also hard coded 8 death fpi files. They will be included and also will have to be placed in a special scriptbank subfolder; people\rpg_mod

rpg_throwback.fpi
rpg_throwfore.fpi
rpg_throwleft.fpi
rpg_throwright.fpi
rpg_throwragdollback.fpi
rpg_throwragdollfore.fpi
rpg_throwragdollleft.fpi
rpg_throwragdollright.fpi

The default slow motion value is 10 (100 is normal speed) which can be adjusted within the files. However, all files will need to be changed.

Addendum:

After indicating one of the above commands, you can tweak the speed using one of the older commands. The player speed ratio command, the entity speed command, or the time flow adjustment command.

Also, look for some more H6 Mod features in the upcoming version 3.40.

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vortech
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Posted: 23rd Oct 2010 19:12
Thanks. Are you going to release this or just send it or keep it your own (just kidding)
This is purely awesome.


Check for pure horror.
And Now with real demo.
Michael Thompson
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Posted: 24th Oct 2010 05:46
Quote: "Sorry to hear that."
Its ok, i am gonna use it anyway just to annoy my isp.

Quote: "I'm sorry if you misunderstood me but the source code is not included with it. This is like any other mod where you modify the source code which is in DBPro. I won't release my code but you can get the unmodified legacy code by Lee from Google code to see if you can spot a way to work with gravity or camera movement."

Nah I understand that. What I mean is that I might get the code from lee and play with the gravity so that it can be changed by the use of a script. If I were to get that done, I would just distribute it to everyone who wants it for their MODs.

However, I can think of 1 way to make the game run slowly - Increase the polygons in the scene... no modding required (lol)

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Flatlander
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Posted: 24th Oct 2010 05:56
Quote: "However, I can think of 1 way to make the game run slowly - Increase the polygons in the scene... no modding required "


ROFL

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Michael Thompson
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Posted: 24th Oct 2010 09:27
btw, i found out if you press U (im not sure if it still works though, this is with fenix 1.1 (im playing with mods to find which 1 works for me))it will slow the game down as if the game is lagging (it plays with the sync settings)

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Flatlander
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Posted: 24th Oct 2010 10:12 Edited at: 24th Oct 2010 10:14
Quote: "as if the game is lagging (it plays with the sync settings)"


Thanks, I was thinking about that possibility when you mentioned when the frame rate goes down, the game appears to slow down. However, it seemed to me that it could get sort of jerky as well. But I was going to look into this.

BTW, pressing "U" is not just in Fenix mod, it is in the stock/legacy code. Something Lee had coded into the test game for some reason.

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Flatlander
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Posted: 24th Oct 2010 11:54
I've been thoroughly testing everything and am finding that it will crash unexpectedly.

I'm having a feeling that the entity slow motion feature of H6 is not working as expected.

I'm really getting tired of messing with this and am considering the fact that trying to get a good slow motion effect is a total wash.

I reject your reality and substitute my own!

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Michael Thompson
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Posted: 24th Oct 2010 17:22
Quote: "BTW, pressing "U" is not just in Fenix mod, it is in the stock/legacy code."

I guessed it would have been.
Also, if the slow motion is so annoying maybe then you should just forget it (your choice, it is your mod) (nobody heard that from me).
However, if you wish to continue on with it, good luck.

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Flatlander
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Posted: 24th Oct 2010 21:11
Thanks Michael.

I wasn't going to continue posting in this thread, however, I am now thinking it is not the new code for the slow motion feature that is causing me problems. I am trying to now track what is probably the root of the problem. Others who have tried using RPG Mod more than likely have experienced the game crashing upon picking up a weapon. Nobody has actually said anything and probably just quit using the mod. Because they don't has any monetary investment in the mod, it is easy to just do that.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Michael Thompson
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Posted: 25th Oct 2010 04:59
Quote: "Nobody has actually said anything and probably just quit using the mod."

Isnt that annoying?

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