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ForumsCog Forum → Theory-type Question.
Theory-type Question.
2002-02-18, 2:19 PM #1
Okay, I know absolutely nothing about cog editing, but I'm curious to know.

Would it be at all possible to create a Bullet Time effect (a la Max Payne) in JK/MotS? Seems to me that's the one thing all those Matrix mods out there are lacking.
2002-02-18, 2:42 PM #2
si, senor.
2002-02-18, 2:48 PM #3
Digo si,senor.Very very possible my good man.
2002-02-18, 3:32 PM #4
Its about once a week that someone posts, asking for 'Slowmo' cogs. I think I will add the answer to my .sig:

Quote:
<font face="Verdana, Arial" size="2">

No.

</font>


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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2002-02-20, 11:30 PM #5
Of course not. There are no cog functions that affect game speed. The only way to modify it is by using the "slowmo" or "gospeedgo" console commands.
Dreams of a dreamer from afar to a fardreamer.
2002-02-21, 7:44 AM #6
why not? you could use new key files, new projectiles and new sounds...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-02-21, 11:19 AM #7
zagibu - If you want to be the one to modify all of the game resources for this single effect, go right ahead. Noone is going to stop you.

And, about 10 years from now, when your finally done, and everyone has moved on to bigger and better things, you can pat yourself on the back for your perserverance in a task that simply wasnt worth the effort.

 

Weve had this discussion before. Too many times before. Cog controlled slowmo in JK just isnt practical. Period.

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Success is the inverse relationship between effort, gain, and loss.

[This message has been edited by GBK (edited February 21, 2002).]
And when the moment is right, I'm gonna fly a kite.
2002-02-21, 12:06 PM #8
yeah, but he asked if it is possible or not.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-02-21, 12:27 PM #9
Certainly its possible. It just isnt practical.

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2002-02-21, 9:54 PM #10
It's NOT possible. You can't change every single aspect of JK's physics engine. The best you could do would require manually ParseArg-ing every single physics template in the game (to change speed, angular velocity, etc.), and it still wouldn't feel like slowmo.
Dreams of a dreamer from afar to a fardreamer.
2002-02-22, 7:57 AM #11
hm, i just thought of another way:
you could have a pulse that creates something very processorconsuming to drop the framerate to 10 or less...slowmo ahoi
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-02-22, 8:52 AM #12
That might work for all of those poor fools still running 486s, but noone else...

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2002-02-22, 2:15 PM #13
Just make a simple print() message that says "Press T, then type slowmo 1 , then press enter."
Voila! Instant slowmo [http://forums.massassi.net/html/smile.gif] (Note: Only works in single player [http://forums.massassi.net/html/biggrin.gif] )

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"The future is not determined by a throw of the dice, but is determined by the conscious decisions of you and me."
I am addicted to ellipses!!! AHHH!!! ...
2002-02-22, 2:25 PM #14
maybe you could use single water sectors with no sound or tint and in the puppet file assign the same keys for watery action as for unwatery. Then just add a sctorthrust, to make sure noone is running to the ceiling. You would also have to change to other projectiles then, and of course, the internal animations would still be normal...and you could not use water in the whole level...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-02-22, 3:50 PM #15
Ive got an idea. Lets just decompile JK.exe, add the appropriet slowmo-control verbs, and recompile it....


</sarcasm>

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2002-02-22, 4:29 PM #16
People before you come up with "maybe this works and that maybe", see what needs to be changed.

Sound - maybe, changesoundpitch or something
key move - make all new keys? go ahead
physic move - maybe, half grav, add tons of air fraction, surface fractions, half the velocity for all vector related aspect
player move - half rotate speed and jump height(since half grav)
levels - half sector thrusts(since half grav)

Maybe remaking entire keys can do the stuff. ( [http://forums.massassi.net/html/biggrin.gif])

I feel like I wrote this whole thing a while ago [http://forums.massassi.net/html/cool.gif]

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http://millennium.massassi.net - Millennium
Sniper Arena! - Enhancement Pack!
2002-02-22, 6:43 PM #17
Re-doing the keys would be very easy. All you'd need to do is open them all in wordpad and then change the "fps" to half the original value. (Or whatever value you needed)
Team Battle.
2002-02-23, 2:16 AM #18
yeah, but it would be nearly impossible to do it for MP, cause you had to slow down everything as soon as anyone activated slowmo...that would be very unpractical. But for SP it might work with a little effort. As Hellcat said, it would not be much work to redo a second set of keys. Then you just needed to add a second set of slower projectiles, working over the weapon and force cogs (firerate, effect duration) and throw in some (also easily to create) longer sounds...
I just think noone wants to do this for SP...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

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