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Could someone create a mutator that does this, please?

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    Could someone create a mutator that does this, please?

    Someone has written a demo of a forthcoming game, called Superhot (stupid, generic name ), you can play it at

    http://superhotgame.com/

    The thing is, it's a (basic) first person shooter, with one unique point - time only moves when you do. It's probably better for you to try it than for me to describe it, but basically the entire gameworld and everything in it only advances in time when you move or shoot or look around or whatever. When you're not pressing a key (on your PC's keyboard) and not moving your mouse then the game world and anything in it is frozen in time. As long as you do anything (be it move, mouselook, shoot, etc) then time advances as normal, and the game's NPCs and whatever all proceed normally, but as soon as you (the player) cease all action then the game world freezes.

    I think this would make an interesting mutator for Unreal Tournament and Unreal Tournament 2004. It would get boring after a while I know, and it would only work for one human player matches, I think, as otherwise the game world would only become frozen when all human players stopped moving, which would be very rare, but even so it would make a great novelty mutator.

    So if anyone here likes the idea, and has the skill to program it, then please think about making it into a mutator, as it could be great.

    Thanks for reading.

    #2
    Really sounds like an interesting idea. But probably not easy to make.

    Comment


      #3
      sounds pretty cool...
      closest thing already made is monkey matrix moves:
      http://www.gamefront.com/files/Monke.../fileinfo.html
      video:
      http://www.youtube.com/watch?v=SsM6OH62M_k

      maybe.... http://www.gamefront.com/files/38664...rix_Moves_v104

      I realize that ain't the same, just sayin

      Comment


        #4
        A system like that would be interesting for pseudo-turn-based 3D RPGs, too. Although I'm not a fan of it not stopping on mouselook, as it sounds limiting.

        Comment


          #5
          Originally posted by GreatEmerald View Post
          A system like that would be interesting for pseudo-turn-based 3D RPGs, too. Although I'm not a fan of it not stopping on mouselook, as it sounds limiting.
          Hopefully whoever wrote the mutator would add some options, five occur to me now;

          On each of the following four options, the user is free to set as the value one of three values; Full Speed, Half Speed, and Freeze Time. Any or all of the four options can have any of the three values.



          Options;

          1. When the user is not pressing any key/mouse axis/controller/whatever, then the game speed is: Full Speed, Half Speed, or Freeze Time.

          2. When the user performs any movement (including fire), then for as long as the key (or mouse function) is held down (or moved, if it's the mouse) then the speed becomes: Full Speed, Half Speed, or Freeze Time.

          3. When the user looks around (whether with the mouse or any key that's set to look around) then the speed becomes: Full Speed, Half Speed, or Freeze Time.

          4. A (definable) key (default might be 'Q') is listed in the options as "For as long as you hold this key time becomes": Full Speed, Half Speed, or Freeze Time.




          The key defined in point 4 will allow (by pressing it) time to continue as normal, or whatever else you set it to. For example, if the options are set to;

          1. When the user is not pressing any key/mouse axis/controller/whatever, then the game speed is: Freeze Time

          2. When the user performs any movement (including fire), then for as long as the key (or mouse function) is held down (or moved, if it's the mouse) then the speed becomes: Full Speed

          3. When the user looks around (whether with the mouse or any key that's set to look around) then the speed becomes: Full Speed

          4. A (definable) key (default might be 'Q') is listed in the options as "Default Time - for when key [Q] is pressed": Half Speed


          Then in the above case, if the user is not doing anything, then the game stops dead, but if he moves (including jumping, shooting, whatever - any input really apart from just looking around) then the game reverts to full speed UNTIL he stops moving at which point the game stops dead again. If the user looks (or looks AND moves) then the game goes at full speed until the user stops. And if the user presses the special default time key (in the above case Q) then the game goes at half-speed for as long as that key is pressed.

          One other thing - it will be possible for the user to move and look at the same time (it will happen extremely often, of course), even though both options might be set to different time values, so there will have to be an option to cover this. I suggest something like;

          5. If the user is moving AND looking at the same time, then treat the time mode as: Full Speed, Half Speed, or Freeze Time.


          Of course, it's possible that the user might look, move and press Q all at the same time, with three different time values set for those options but this won't be a problem, as the Q key should over-ride everything else, so as long as Q is pressed then only the Q time value is used.

          Comment


            #6
            How about adding the option for double-speed to this so the extra key could be pressed for double-speed? Although it wouldn't have anything to do with the main idea, it would be useful to include that I think.

            Comment


              #7
              Yes, that's a good idea. In fact, the speed selection for all four of the first four options could be

              Double Speed
              Full Speed,
              Half Speed,
              or Freeze Time


              and maybe add a second definable key, so you could set that to a different time value, so, as you say, the user could set it to Double Speed, and when (s)he pressed the key, then time goes at double speed, if that's possible.

              Comment


                #8
                I've got a simple version working right now (calling it SuperCold for right now...) where as long as you are trying to move or have recently jumped game speed is normal, otherwise the gamespeed is set to 0.1. I'll post the alpha version sometime in the next day or two (I want to add a couple of other options).

                Comment


                  #9
                  "SUPER COLD" mutator

                  Try this mutator out. I put it together yesterday.
                  YM Super Cold

                  It basically mimics the game feature of only advancing time when you are moving. It seems to me this only really works well with projectile weapons similar to how super hot worked.... I may add a simple projectile pistol later.

                  Comment


                    #10
                    I downloaded this from the Beyond Unreal thread, but I thought I'd post here to say that this mutator is fun, and anyone who likes UT2004 should give it a try. It won't be really popular, I think, and it's appeal will probably wane for most people pretty quickly, but it's worth trying, whatever gamestyle (UT2004) you prefer.

                    In this mutator, time doesn't stop dead when you're not moving, it (time) progresses at a fraction of full speed, which actually is a lot more fun than a dead stop would be, and you can alter the speed of the 'slowed' time, though I think the default of 0.10 is fine.

                    Thanks Meowcat for making it for us.

                    Comment


                      #11
                      The download above download link isn't working, so you can download the mutator from

                      https://mega.nz/#!WNdXDT5A!67adOnVnf...i5lncha7vUN9GM

                      Comment


                        #12
                        I've been working on this project a little bit again. Next version will have a projectile pistol (current test version has super high damage), and maybe a simple shotgun or rifle too (using the same "solid color" type skins in the real superhot game since I don't feel like doing a bunch of UV work.... and it will result in a much smaller download size). I'll post an update in a week or two.

                        Comment


                          #13
                          This is seriously the coolest mutator. I made a little video showcasing it

                          meowcat, do you have a list of all the things you've made? 'cause it seems there's a bunch of stuff that I'm not aware of

                          Comment


                            #14
                            Hi UnShame, That is a cool video! Thank you for posting it.

                            Unfortunately no list. I really only have three main mods (listed in my signature), but I had several other small projects (primarily "code" projects) and experimental stuff (some of which was also included into YARM, but some projects could be standalone too).

                            Some of the other stuff I vaguely remember working on several years ago:
                            1. Flashlight inventory items for all human players that could be turned on/off
                            2. "Double Damage" Assault Rifles that, in addition to doing more damage, were also a little bit more accurate.
                            3. Player Speed Mutator
                            4. A "Test" Gears-of-War mod that used some of my YARM player and weapon models, and allowed blindfire, wall hugging, moving between cover etc.
                            5. A conversion of the chainsaw from UT99 for UT2k4 (I did not remake the model, I just converted it to a skeletal mesh and remade the animations)
                            6. A mod that made ground friction more like Quake/Halflife (how the player pawn slides around a lot more since the friction seems to be reduced), I did this by replacing the pawn class and adding velocity back to the pawn in the ModifyVelocity function (which is very handy!)
                            7. A conversion of the Slow-Time death mutator from UT3 in UT2k4 (similar to SuperHot, but time only slows down for a few seconds just after you frag another player).

                            I also worked on the Covert Forces mod for UT99 with Postal from the BeyondUnreal forums.

                            I still work on YARM sometimes. I've been implementing a bunch of test weapons that match the old Turok Dinosaur Hunter N64 game, and I may try to make a simple singleplayer/coop campaign like the Turok game, but using Unreal Monsters instead. I don't know though, I'm beginning to tire of modding now (I've been modding for UT since 1999). I've got a bunch of "leftover" stuff in YARM (various test singleplayer style enemies/AI code, a "golden debug gun" that prints to the logfile various data items of any object that is shot with the gun). I might release another update this year (I hope....)

                            Comment


                              #15
                              Originally posted by meowcat View Post
                              I've been working on this project a little bit again. Next version will have a projectile pistol (current test version has super high damage), and maybe a simple shotgun or rifle too (using the same "solid color" type skins in the real superhot game since I don't feel like doing a bunch of UV work.... and it will result in a much smaller download size). I'll post an update in a week or two.
                              That sounds brilliant! And the 'solid colour' of the new weapons could work in it's favour, showing that they aren't 'native' to UT2400, and are instead special items specific to the mutator.


                              UnShame, that video is great! And you're right, this mod is a lot of fun. I'm glad, after playing the mutator on and off for a while now, that the minimum speed is slow, and not stop as it is in Superhot, as you still have to play in UT2004, you can't just stop and spend as long as you need to make a decision, the mutator forces you to keep thinking.

                              Comment

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