Darkness wrote:Problem #1: Time dilatation
medor wrote:Replace Skaarj with EvilGrins
Darkness wrote:Problem #1: Time dilatation
The mod resolves around slowing things when you're stopped, so basically, there's a time dilatation (like slomo) based on your speed.
I made the calculations, made a timer on the mutator itself with 0.1 timer, and it checks your speed, relative to your max speed, to it sets time dilatation based on that.
It seems the game has a minimum time dilatation set somewhere, maybe engine limited... as even setting a lower time dilatation, a few stuff seems to run slower (like muzzle flash), but actors seems to move at the same speed, using time dilataion 0.1 and 0.01.
To get around this, well, I've set a "foreach all actors" in the same timer. It'd set ground/air/water speed for players/bots, and relative X velocity for projectiles... so far, it works. Basically, when you stop, the time dilatation is set to 0.1 (minimum), and the players and projectiles have their speed limited to 10% as well, so effectively, it's a fake 0.01 time dilatation for moving, relevant actors.
Any suggestions to do this more elegantly, or in a simpler way? I'll end up redoing all weapons and projectiles (as this mod can't have tracehits, you know), so I'll probably move the velocity check on projectitles to themselves with timers on them, checking the current level timedilatation there.
function SetGameSpeed( Float T )
GameSpeed = FMax(T, 0.1);
Level.TimeDilation = GameSpeed;
Darkness wrote:Problem #2: Texture replacement
I've tried to mimic SUPERHOT visual style, by adding a few 1x1 textures, and replacing them again on the timer that foreach all actors... projectiles are black, weapons grey, pawns red... etc. For now, I'm doing like this, I'll also probably change weapon and projectiles textures "manually", since I'll make new versions of them to control things better.
The main problem here is that I'd like to remove the texture from the level surfaces. I've tried many ways checking this... since I don't know shit about map editor, I have no clue if it's even possible. I tried all ways checking for actor or anything, even onhits to deal with this, but no solution found.
The closest I got to this was placing lightning on all actors, with a specific hue and low brightness, so all surfaces (most of them, actually) become tinted. But since I'd like a light grey shade on all surfaces to mimic superhot, I really have no clue on how to do this, as white light didn't "tint" them, just make them more visible. Any ideas?
EvilGrins wrote:There's an amazing Assault map called:
You fight your way into the base (I'm going somewhere with this, hang on) and there's a reactor near the middle. When it goes unstable time slows down for everything on the map, both teams, for awhile:
While time is unstable and everybody's moving slow, color spectrum shifts, and an animated distortion effect fills the screen:
Full title of the map is AS-FoT-Chronoshift. Maybe track it down, see how it did it and then adapt a method from that?
schwap wrote:Theres a minimum timedilation set in the SetGameSpeed
schwap wrote:I'm not actually modding for UT99, but for another UE1 game.. I don't know about an easy way to actually REPLACE the textures without editing maps directly.
Quite sure with the native extensions in UT99 ( like XC_Engine ) it should be possible somehow. (?)
Anyways, here are 2 methods to accomplish changes to level textures.
- spawn a new texture 1 uu above them:
- "merge" the existing texture and a new one:
set texture btransparent true
That's how it is right now. I've yet to replace all weapons, fix a few stuff... the level colouring isn't why I wanted, but I still couldn't make it work like it's supposed to.
Textures should be white... is it possible to destroy the textures in the world, then, instead of applying a macrotexture over them, or something? Or replace them, I don't know...
I'm a little lost regarding this, I would never have guessed that the textures were like present in there and could be referenced or affected via console command. I only messed with actors before, and I really have no clue on how to do things like a "foreach" for textures to even try some stuff. I guess I don't really know much about the engine as I thought.
papercoffee wrote:Wow ...nice. This looks somehow very cool.
papercoffee wrote:I had once the problem that my Open GL driver got kaput or irritated and the whole game lost it's textures but not the light-maps.
Maybe it's something you can change that way.
I can't find the screenshot.
Set texture palette Palette'Botpack.Ammocount.Palette0'
PrinceOfFunky wrote:About the texture replacement, read the first answer of sn260591, she/he talks about directX10 being able to replace textures with external ones without modifying the map(if I remember good): https://www.ut99.org/viewtopic.php?f=5& ... ump#p76255
PrinceOfFunky wrote:And about the custom time dilation and the sound pitch using a custom inventory item as you said, you could use AdvancedMutator, which already gives a custom inventory item for everything in the map, since I didn't make any tutorial yet(not sure if it is needed), I would reccomend you to view some examples at the bottom of the first post. If you need help just ask (Hoping I will be online at that moment lol)
Darkness wrote:PrinceOfFunky wrote:And about the custom time dilation and the sound pitch using a custom inventory item as you said, you could use AdvancedMutator, which already gives a custom inventory item for everything in the map, since I didn't make any tutorial yet(not sure if it is needed), I would reccomend you to view some examples at the bottom of the first post. If you need help just ask (Hoping I will be online at that moment lol)
Hey! Yeah, I noticed that post before when searching for a few stuff.
And I actually still haven't used a custom inventory item, it still wasn't needed.
I'd use your mutator for some callbacks, IF I didn't create individual weapons for example, the "actor shoots" would surely be great, so I would be able to use my mutator with any weapons. But I actually gave up on that, when I decided to create each weapon, based on the original UT weapon, as I also had to change other stuff on them.
The time dilatation is working fine, but as I said, it looks like there're some engine limits... values below 0.1 seems only to affect muzzle flash and others, but not projectiles, timers and other stuff. So, probably just Canvas, not actors per se.
Hmmm, I remember it! But I thought it used some kind of "playersonly" triggered via a button to stop everything, I really don't remember the slowdowns... will try it later, thanks!PrinceOfFunky wrote:You could check for the Matrix Mod for UT99 which slows down projectiles(custom ones actually). Without replacing weapons you could decrease or increase their velocity, acceleration and life span.
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