Control gamespeed with mousewheel. Now with videos!
Quote from xitooner on November 1, 2007, 5:43 pmIf you want to use sound affects, just use the .wav files from the other version of this (the one that uses the 'v' key instead of the mouse). Just email the dude and get permission, or something. . .
Personally, I felt I didnt need so many levels of slow-speed as you have; just 1 level and 'freeze' is all I cared about. I thought 3rd person might be handy to get too. . .and I liked the sound in the other version. So I did this:
- bound 'v' key for slo-mo; 1st v gives me 25%, 2nd v gives me freeze; 3rd v toggles back to normal. All with sound.
- bound 'n' key to give 3rdperson toggle.It'll do.
The funny thing is, I was noticing the other day how so many of the harder maps I cant do WITHOUT some form of slo-mo; the reaction-time is just too small, and I think people are starting to design WITH this kind of feature. Either it has simply become a must-have, or I am getting very slow in my old age. . .
If you want to use sound affects, just use the .wav files from the other version of this (the one that uses the 'v' key instead of the mouse). Just email the dude and get permission, or something. . .
Personally, I felt I didnt need so many levels of slow-speed as you have; just 1 level and 'freeze' is all I cared about. I thought 3rd person might be handy to get too. . .and I liked the sound in the other version. So I did this:
- bound 'v' key for slo-mo; 1st v gives me 25%, 2nd v gives me freeze; 3rd v toggles back to normal. All with sound.
- bound 'n' key to give 3rdperson toggle.
It'll do.
The funny thing is, I was noticing the other day how so many of the harder maps I cant do WITHOUT some form of slo-mo; the reaction-time is just too small, and I think people are starting to design WITH this kind of feature. Either it has simply become a must-have, or I am getting very slow in my old age. . .
Quote from Crooked Paul on November 1, 2007, 9:01 pmThe first version stepped down in increments of 10%, and that was definitely overkill. When I was testing that, it became clear that making a distinction between 60% speed and 50% (and 40% and so on) wasn't useful.
That's when I tried the current setup, which I like a lot more. First it has a big jump from normal speed to 60%, very noticeable, so you know when you're using the slo-mo and when you're not. Then I basically stepped down in bigger increments. The difference between 20% and 10% is useful, at least to me, so I put that smaller step in at the low end.
I'm still working on this. I definitely want to get sounds in, and I'm going to include a CFG file that "uninstalls" the cheat and a text doc that explains how to change the key bindings if you don't like them on the mousewheel. That will be the "official" release.
I don't know if people are making maps with slo-mo in mind or if they're just making really hard maps. I've been using the time throttle to test out different solutions while taking my poor atrophied FPS skills out of the equation. Then, if I find something that works, I turn it off and try to do the map legit, with the benefit of having a solution that at least I know is possible, if I can just pull it off.
The first version stepped down in increments of 10%, and that was definitely overkill. When I was testing that, it became clear that making a distinction between 60% speed and 50% (and 40% and so on) wasn't useful.
That's when I tried the current setup, which I like a lot more. First it has a big jump from normal speed to 60%, very noticeable, so you know when you're using the slo-mo and when you're not. Then I basically stepped down in bigger increments. The difference between 20% and 10% is useful, at least to me, so I put that smaller step in at the low end.
I'm still working on this. I definitely want to get sounds in, and I'm going to include a CFG file that "uninstalls" the cheat and a text doc that explains how to change the key bindings if you don't like them on the mousewheel. That will be the "official" release.
I don't know if people are making maps with slo-mo in mind or if they're just making really hard maps. I've been using the time throttle to test out different solutions while taking my poor atrophied FPS skills out of the equation. Then, if I find something that works, I turn it off and try to do the map legit, with the benefit of having a solution that at least I know is possible, if I can just pull it off.
Quote from Crooked Paul on November 16, 2007, 10:31 pmUpdated to version 0.9. This one prints some simple instructions/reminders to the console.
http://forums.thinking.withportals.com/dload.php?action=file&file_id=64I posted some videos of the timethrottle in action to help stir up interest. (Sorry the video is so crappy... it lost a lot in youtube's transcoding.)
Multi-part fling: http://www.youtube.com/watch?v=wr4VohBI-eo
Messin' with turrets: http://www.youtube.com/watch?v=mUPI7lkzlU0Still to do before I will call it version 1.0:
1. Gotta add sounds. Can anyone help me out with this? I'm hopeless when it comes to audio, but I can explain exactly what I think it needs. Post here or PM me if you're interested.
2. I want to add a bit to the readme that explains how to change the key bindings to your liking, just in case not everyone is as thrilled as I am to be able to use the mousewheel for this.
Updated to version 0.9. This one prints some simple instructions/reminders to the console.
http://forums.thinking.withportals.com/dload.php?action=file&file_id=64
I posted some videos of the timethrottle in action to help stir up interest. (Sorry the video is so crappy... it lost a lot in youtube's transcoding.)
Multi-part fling: http://www.youtube.com/watch?v=wr4VohBI-eo
Messin' with turrets: http://www.youtube.com/watch?v=mUPI7lkzlU0
Still to do before I will call it version 1.0:
1. Gotta add sounds. Can anyone help me out with this? I'm hopeless when it comes to audio, but I can explain exactly what I think it needs. Post here or PM me if you're interested.
2. I want to add a bit to the readme that explains how to change the key bindings to your liking, just in case not everyone is as thrilled as I am to be able to use the mousewheel for this.
Quote from MrThompson on November 18, 2007, 8:26 amIt's a nice mod
It need sounds as you said and maybe you could add some video effects?
It's a nice mod
It need sounds as you said and maybe you could add some video effects?
Quote from youme on November 18, 2007, 8:29 amThis looks awesome! It reminds me of the replay function in Halo 3.
How far can you move when you are outside of yuor body?
This looks awesome! It reminds me of the replay function in Halo 3.
How far can you move when you are outside of yuor body?
Quote from Crooked Paul on November 18, 2007, 7:16 pmyoume wrote:How far can you move when you are outside of yuor body?I'm not sure what you're asking, but I have two guesses.
Q1. How far away can the camera go from Chell?
A. It just snaps out to a set distance, unless there is a wall in the way. Once the camera is in thirdperson view, you can move the mouse to pitch/yaw the view (tilt it on two axes), but not to zoom or pan. Hope that's clear(-ish).Q2. For how much time can you stay in thirdperson view?
A. Indefinitely. Clicking mouse3 toggles it back and forth whenever you want. It's independent of the slow-mo controls. You can totally run around in thirdperson and shoot portals, but it's difficult to see where you're aiming because the camera always points directly through Chell's head. (BTW I have it turn off the crosshair when it goes to 3P, and turn it back on when you switch back to 1P, but even with the crosshair on it's really hard to aim "through" Chell's head in 3P.)Posted a video that should make this clear: http://www.youtube.com/watch?v=ve-5uz6xVgU
I'm not sure what you're asking, but I have two guesses.
Q1. How far away can the camera go from Chell?
A. It just snaps out to a set distance, unless there is a wall in the way. Once the camera is in thirdperson view, you can move the mouse to pitch/yaw the view (tilt it on two axes), but not to zoom or pan. Hope that's clear(-ish).
Q2. For how much time can you stay in thirdperson view?
A. Indefinitely. Clicking mouse3 toggles it back and forth whenever you want. It's independent of the slow-mo controls. You can totally run around in thirdperson and shoot portals, but it's difficult to see where you're aiming because the camera always points directly through Chell's head. (BTW I have it turn off the crosshair when it goes to 3P, and turn it back on when you switch back to 1P, but even with the crosshair on it's really hard to aim "through" Chell's head in 3P.)
Posted a video that should make this clear: http://www.youtube.com/watch?v=ve-5uz6xVgU
Quote from youme on November 18, 2007, 7:19 pmI was going for the first one, would it be possible to detach the camera completely from chell so you can pause time and zoom off somewhere else to see what is going on over there?
I was going for the first one, would it be possible to detach the camera completely from chell so you can pause time and zoom off somewhere else to see what is going on over there?
Quote from Crooked Paul on November 18, 2007, 7:47 pmThat may be possible, but it will certainly take a lot more research. I messed around with most of the obviously camera-related console commands, and none of them seems to disassociate camera position and player position entirely. In other words, you can get a lot of different perspectives of where the player's at, but the camera seems to be anchored there.
There's another camera command "camortho" that "Switches to orthographic camera." When I tried to play around with that, there were some unexpected results. It seems to change the way the world is rendered, not just the camera position. It's like being trapped in a non-Euclidean kaleidascope. But maybe with the proper settings it could be useful. ?
That may be possible, but it will certainly take a lot more research. I messed around with most of the obviously camera-related console commands, and none of them seems to disassociate camera position and player position entirely. In other words, you can get a lot of different perspectives of where the player's at, but the camera seems to be anchored there.
There's another camera command "camortho" that "Switches to orthographic camera." When I tried to play around with that, there were some unexpected results. It seems to change the way the world is rendered, not just the camera position. It's like being trapped in a non-Euclidean kaleidascope. But maybe with the proper settings it could be useful. ?
Quote from youme on November 18, 2007, 7:49 pmI seem to remember yuo cant see your selfon a tv screen in portal, I figured you would be able to, seeing as you can see yourself through portals and all. Anyone able to prove/disprove my poor memory?
I seem to remember yuo cant see your selfon a tv screen in portal, I figured you would be able to, seeing as you can see yourself through portals and all. Anyone able to prove/disprove my poor memory?
Quote from Korjagun on November 19, 2007, 2:08 amCrooked Paul wrote:There's another camera command "camortho" that "Switches to orthographic camera." When I tried to play around with that, there were some unexpected results. It seems to change the way the world is rendered, not just the camera position.Orthographic projection is a kind of non-perspective-correct projection, where the depth coordinate (Z) is usually discarded entirely. Look at how the side views work in Hammer; those are orthographic projections. Note how things that are further away don't appear to shrink. It's very useful for when you need to line things up along an axis, such as in a CAD application or, indeed, Hammer.
Orthographic projection is a kind of non-perspective-correct projection, where the depth coordinate (Z) is usually discarded entirely. Look at how the side views work in Hammer; those are orthographic projections. Note how things that are further away don't appear to shrink. It's very useful for when you need to line things up along an axis, such as in a CAD application or, indeed, Hammer.