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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Bullet Time suggestion
Welp, this game is awesome and all, but something is missing.
Bullet-time.
Yes, the very appreciated Bullet-time.
I think someone should make it.
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Wed Apr 07, 2010 3:33 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Bullet Time suggestion
Take a dropship, put 50 crabs in it. Crash it into the ground.
There you go.
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Wed Apr 07, 2010 3:38 am |
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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Re: Bullet Time suggestion
Contrary wrote: Take a dropship, put 50 crabs in it. Crash it into the ground.
There you go. That's lag. Not Bullet-time.
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Wed Apr 07, 2010 4:19 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Bullet Time suggestion
Lag = Bullettime in CC.
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Wed Apr 07, 2010 4:20 am |
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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Re: Bullet Time suggestion
Dauss wrote: Lag = Bullettime in CC. Yes, but it can also be shitty.
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Wed Apr 07, 2010 4:24 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Bullet Time suggestion
The slowdown system before we had this timescale business made for some awesome matrix stuff.
Basically, input didn't lag across frames, but physics updates did, so you could move around at semi-normal (actually hyper-fast) speeds while the game just barely chugged along in the background.
Meaning that you could also burstspam rockets to relativistic velocities.
Wait a second. Why the hell was this changed, again?
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Wed Apr 07, 2010 4:43 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Bullet Time suggestion
Grif wrote: Why the hell was this changed, again? I ask myself the same thing. *Shed tear*
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Wed Apr 07, 2010 5:07 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Bullet Time suggestion
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Wed Apr 07, 2010 5:14 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bullet Time suggestion
Can't you just change DeltaTime on a button press like you did with the time pods?
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Wed Apr 07, 2010 5:46 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Bullet Time suggestion
There was this mod that had actors that changed timespeed, but they didn't get affected of it.
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Wed Apr 07, 2010 6:47 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Bullet Time suggestion
That's quite impossible.
You can increase the speed of the relative movement, but your control input will still be strictly tied to sim updates.
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Wed Apr 07, 2010 7:04 am |
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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Re: Bullet Time suggestion
411570N3 wrote: Can't you just change DeltaTime on a button press like you did with the time pods? Yes, but i'd like it to not ALWAYS be slow. EDIT: YOU NINJA EDITED!
Last edited by Warguy on Wed Apr 07, 2010 4:04 pm, edited 1 time in total.
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Wed Apr 07, 2010 3:36 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Bullet Time suggestion
Did you even read his post?
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Wed Apr 07, 2010 3:59 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bullet Time suggestion
My post hasn't been edited at all. Unless you mean ninja edited as in took a little stroll down to the forum's server armed with a short blade and the willingness to use it so as to coerce appropriate individuals to manually change it, then the evidence is strongly against such a thing having happened.
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Thu Apr 08, 2010 11:58 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Bullet Time suggestion
I remember that the music used to slow down when the game lagged, fun times. It would sound all ominous when you detonated some kind of huge particle-spewing bomb :>
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Thu Apr 08, 2010 5:28 pm |
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