| RuneStorm https://www.runestorm.com/forums/ |
|
| BW Matrix? https://www.runestorm.com/forums/viewtopic.php?f=71&t=66456 |
Page 1 of 1 |
| Author: | Matz [ Thu Sep 25, 2008 11:52 am ] |
| Post subject: | BW Matrix? |
i was just playing ut99 with the lazy matrix mod, and wondering.... wouldn't it be great if bw had bullet time? Dodging bullets is fun!!! (and im fed up of being pasted by HAMR shells lol )
i dont know if it would work out well for online, but it'll be great for botmatch! |
|
| Author: | SX [ Thu Sep 25, 2008 1:01 pm ] |
| Post subject: | BW Matrix? |
NO. There needs to be some realism in this, and having Matrix-esqe stuff is a no-no. If you want Bullet time for BW, go get monkey matrix. |
|
| Author: | Captain Xavious [ Thu Sep 25, 2008 1:23 pm ] |
| Post subject: | BW Matrix? |
There's a better one, at least in my opinion it is, where it lets you configure the slow down factor as well as adrenaline usage, with a toggle button (or was it toggle? Can't remember). Anyways, here is my personal fav. Great fun for one vs many battles and a good way to appreciate the gore flying through the air as you slaughter others. |
|
| Author: | Bjossi [ Thu Sep 25, 2008 1:26 pm ] |
| Post subject: | BW Matrix? |
SX wrote: There needs to be some realism in this
Actually, it doesn't. Bullet time is awesome if done right, hopefully someone will make a slomo powerup (or even a toggle) for UT3. |
|
| Author: | Blade_hunter [ Thu Sep 25, 2008 4:02 pm ] |
| Post subject: | BW Matrix? |
I don't know but for UT 2k4 it exists a matrix mode that can work with BW, but it's a separate mod and I don't know its name, but perhaps it's somewhere ... |
|
| Author: | Tyster [ Thu Sep 25, 2008 7:17 pm ] |
| Post subject: | BW Matrix? |
Well, Bjossi's wish is partially granted with the UT3 slow field. |
|
| Author: | James [ Thu Sep 25, 2008 8:41 pm ] |
| Post subject: | BW Matrix? |
SX wrote: NO.
There needs to be some realism in this, and having Matrix-esqe stuff is a no-no. Bull shit, there's nothing wrong with having a bullet time compatible mutator that works along with BW fully. Its not like you would be forced to use it or anything sinister like that. Like Bjossi said, if done right it could be extremely bad ass. |
|
| Author: | P_Colossus [ Fri Sep 26, 2008 10:25 am ] |
| Post subject: | BW Matrix? |
Theres no need for bullettime in current BW, because bullets hit targer instantly and tracer effect is just for the looks. For UT3 yes why not. |
|
| Author: | Bjossi [ Fri Sep 26, 2008 12:40 pm ] |
| Post subject: | BW Matrix? |
Bullet time is useful for more things than just dodging bullets ya know. Gives the player more time for planning fx. |
|
| Author: | P_Colossus [ Fri Sep 26, 2008 2:10 pm ] |
| Post subject: | BW Matrix? |
good argument
|
|
| Author: | Mr.UglyPants [ Fri Sep 26, 2008 4:17 pm ] |
| Post subject: | BW Matrix? |
Yep. I always loved a robust bullet time mut. One where you could enter bullet time but your still pretty much un-effected unlike everyone else. Just slaughter... i still wait for it in UT3. |
|
| Author: | LtCLifff [ Sat Sep 27, 2008 1:35 am ] |
| Post subject: | BW Matrix? |
Bjossi wrote: Actually, it doesn't.
Bullet time is awesome if done right, hopefully someone will make a slomo powerup (or even a toggle) for UT3. There kinda already is. The kills slow time mutator means when you kill someone it goes into slomo. With lots of players in a small arena this pretty much has the effect your looking for. |
|
| Author: | Blade_hunter [ Sat Sep 27, 2008 6:43 am ] |
| Post subject: | BW Matrix? |
I've seen a vid in youtube with BW and a matrix mod and it seems to work correctly, since we aren't forced to use the mutie, I don't see any inconvenient, it can add some fun if the mod have a projectile delay
|
|
| Author: | James [ Sat Sep 27, 2008 8:48 am ] |
| Post subject: | BW Matrix? |
LtCLifff wrote: Bjossi wrote: Actually, it doesn't. Bullet time is awesome if done right, hopefully someone will make a slomo powerup (or even a toggle) for UT3. There kinda already is. The kills slow time mutator means when you kill someone it goes into slomo. With lots of players in a small arena this pretty much has the effect your looking for. That mut is barely what we're longing for... |
|
| Author: | Kien [ Sun Sep 28, 2008 5:08 am ] |
| Post subject: | BW Matrix? |
How would it work with the non hitscan weapons? They would be useless. >:/ |
|
| Author: | Tyster [ Sun Sep 28, 2008 2:07 pm ] |
| Post subject: | BW Matrix? |
Kien wrote: How would it work with the non hitscan weapons? They would be useless. >:/
Good question; here's an idea. We would have to add a very breif delay. I think the hitscan can return the distance from shooter to shootee. Then, you come up with some short delay multiplier, like 0.0001, and multiply that by the distance to the target. If we add slomo, then we just add a third multiple, which is the speed of time. More formally stated, for hitscan distance "D", bullet speed factor "B", and time speed "T", then: overall delay = D*B*T. However, this would not sync up with the bullet visuals without a little extra work. Most instant hit weapons that could be modified using the math above currently use a single sprite that is stretched between the gun and the target that gets shot. This can be animated, as is the case with the Ion Cannon in UT04 AS-RobotFactory. The purple beam you see takes 1/2 second to hit its target, whether you're firing something 20 ft. away or 2,000 ft away. Perhaps it would be possible to scale the animation speed as a function of the hitscan distance? |
|
| Author: | Matz [ Mon Sep 29, 2008 1:16 am ] |
| Post subject: | BW Matrix? |
Tyster wrote: Kien wrote: How would it work with the non hitscan weapons? They would be useless. >:/ Good question; here's an idea. We would have to add a very breif delay. I think the hitscan can return the distance from shooter to shootee. Then, you come up with some short delay multiplier, like 0.0001, and multiply that by the distance to the target. If we add slomo, then we just add a third multiple, which is the speed of time. More formally stated, for hitscan distance "D", bullet speed factor "B", and time speed "T", then: overall delay = D*B*T. However, this would not sync up with the bullet visuals without a little extra work. Most instant hit weapons that could be modified using the math above currently use a single sprite that is stretched between the gun and the target that gets shot. This can be animated, as is the case with the Ion Cannon in UT04 AS-RobotFactory. The purple beam you see takes 1/2 second to hit its target, whether you're firing something 20 ft. away or 2,000 ft away. Perhaps it would be possible to scale the animation speed as a function of the hitscan distance? Its like the lazy matrix mod, in bullet time the shock beam turns into a projectile instead if the normal hitscan beam. I want this to happen with the bullet weapons. And i tried monkey matrix without bw and it was perfect! Just what i wanted!!!!!
|
|
| Page 1 of 1 | All times are UTC - 6 hours |
| Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |
|