Author Topic: Time Compression  (Read 1463 times)

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Offline Galemp

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We all know about time compression, the ability to speed up the game by 200% or 400%. (Thank you Silent Threat. :rolleyes: ) Has anyone looked into the ability to slow time down to 50% and 25%? It would be useful for timed screenshots and just as a cool effect.

How hard would this be to implement, using the existing time compression code?
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Offline DTP

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Quote
Originally posted by GalacticEmperor
We all know about time compression, the ability to speed up the game by 200% or 400%. (Thank you Silent Threat. :rolleyes: ) Has anyone looked into the ability to slow time down to 50% and 25%? It would be useful for timed screenshots and just as a cool effect.

How hard would this be to implement, using the existing time compression code?


you would rather want a Zombie mode, where the player moves as in real-time but all other ships is moving in "zombie" mode.

That way you can rush from point a to b to c to take screenshots

if the player where a zombie too, then you have a hard time being at the right place where the action takes place.

Quake2 had Zombiemode, and still has. but i cant recall the C_var or CMD to activate, yet alone the cvars for controling it.

but it was dam funny running around looking at all the monsters go "slow-mode".

however, implementing this, dont know how hard it would be

i guees your way would be easy, if the code does not anticipate in a lot of places that things only "can go faster", not slower.
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Offline diamondgeezer

Bullet Time!

 

Offline IceFire

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Bullet time would be really cool...but it would be explained more as some kind of subspace device that warps space-time in an area effectively slowing everything down to the ship generating the field.
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Offline Knight Templar

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Thats a great idea. You don't really need to explain it though.. you could just call it "Time Decrompression" or "Bullet Time" or whatever the hell you want.. it doesn't need to be a story thing..
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