Author Topic: About the time-compression  (Read 1238 times)

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Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
About the time-compression
Hello,

I have a problem. I have to prevent, that the player can activate the time-compression manually (maybe be rebinding the key's), but I shouldn't prevent the time-compression in a technical way, because that could interfere with the autopilot-system we use (which is build upon the time-compression).

Does anyone has an idea ? Maybe SEXP's or something like that available ?
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
About the time-compression
Done.

I implemented a lock_time_compression function that does exactly what you want, it was originally for cutscenes so there are some side effects (which will probably be good). Basically, any of the new cutscenes stuff that I implemented that you have in-mission won't accelerate. So if you tell a camera to move from point A to point B in 5 seconds, and time compression is locked, it will still take 5 seconds to move. Wheras if it's unlocked, it'll take 5 seconds divided by the compression amount.

This should let you do cutscenes while the autopilot is engaged without worrying about any time compression stuff (except all ships may be moving at 64x, so that could be a problem...)
-C

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
About the time-compression
Will it be in the next fred-build then (it isn't in there yet AFAIK) ? I could need it for the prologue, since the time-compression will brake the entire time-line in the events.

Btw, now that you are mentioning the cutscene-stuff, have you created some sort of tutorial or handbook for that. ? I tried making a simple cutscene a few days back, but the results where very strange, so I finally gave up on that idea again.

I tried creating a slow 180 degree turn, and then move the camera slowly towards a specific ship in the area, but the camera seems to jump to it's starting position everytime between a movement, and made unwanted turns around the x-axis (like the AI does in turning) and many bad moves too.

But maybe I'm just using it wrong, but I should now what is possible and what can be done, before I try it out again.

This would be most interesting for cutscenes while autopiloting, so I could even create something similar to original WC, but unfortunately our autopilot-turns are quite long (ca. 15 seconds).

Thanks for any insights :)
« Last Edit: April 20, 2005, 10:56:10 am by 1072 »
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.