Portal - Time slowed down?
Quote from PortalFan77 on April 11, 2009, 2:53 pmBut that is just bullet time mod and that has been out for over a year.
But that is just bullet time mod and that has been out for over a year.
Quote from Solomon on April 11, 2009, 2:55 pmNice. But if you use this in a map, the person playing it would not know that time was about to slow and would wonder what was happening. Maybe you could make it so that you have an effect before and after time slows? Or some kind of warning, maybe in text?
Nice. But if you use this in a map, the person playing it would not know that time was about to slow and would wonder what was happening. Maybe you could make it so that you have an effect before and after time slows? Or some kind of warning, maybe in text?
Quote from dvlstx on April 12, 2009, 12:09 amreepblue wrote:If you find a way to hide the "server sv_cheats set to 1" message, It would be perfect.Nice work tho, Very nice.
cl_drawhud 0... I think?
I've got this going in my map pack too, to emphasize an important (and rather fast) part of it. I think that drawhud hides the little sv_cheats message...
Nice work tho, Very nice.
cl_drawhud 0... I think?
I've got this going in my map pack too, to emphasize an important (and rather fast) part of it. I think that drawhud hides the little sv_cheats message...
Quote from HMW on April 12, 2009, 3:48 pmThis looks very interesting. A great application would be for making tricky flings a bit easier to do. You would indeed need to add some additional clues to the map, like marking off the slow-area in a distinctive way and using display / sound effects.
I'm going to experiment with this a bit and see if I can get rid of that sv_cheats message. I'll post here if I find anything.
@PortalFan77:
I've searched for a Portal bullet time mod, but the ones I could find are all controlled by the player, with a special key. Stimich wants to control bullet-time as part of the map, not having the player turn it on and off at will. Is there anything like that already in existence? (Preferrably one that doesn't spam the HUD with server messages.)
This looks very interesting. A great application would be for making tricky flings a bit easier to do. You would indeed need to add some additional clues to the map, like marking off the slow-area in a distinctive way and using display / sound effects.
I'm going to experiment with this a bit and see if I can get rid of that sv_cheats message. I'll post here if I find anything.
@PortalFan77:
I've searched for a Portal bullet time mod, but the ones I could find are all controlled by the player, with a special key. Stimich wants to control bullet-time as part of the map, not having the player turn it on and off at will. Is there anything like that already in existence? (Preferrably one that doesn't spam the HUD with server messages.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from PortalFan77 on April 12, 2009, 5:32 pmIve seen one used in a map that changed the Gravity and physics of the game, I forgot the map name but Ill try and find it again.
In one of the timed chambers there was a button that slowed down the entire game without sv_cheats popping up.
Ive seen one used in a map that changed the Gravity and physics of the game, I forgot the map name but Ill try and find it again.
In one of the timed chambers there was a button that slowed down the entire game without sv_cheats popping up.
Quote from Stimich on April 13, 2009, 4:28 pmHMW wrote:This looks very interesting. A great application would be for making tricky flings a bit easier to do. You would indeed need to add some additional clues to the map, like marking off the slow-area in a distinctive way and using display / sound effects.I'm going to experiment with this a bit and see if I can get rid of that sv_cheats message. I'll post here if I find anything.
@PortalFan77:
I've searched for a Portal bullet time mod, but the ones I could find are all controlled by the player, with a special key. Stimich wants to control bullet-time as part of the map, not having the player turn it on and off at will. Is there anything like that already in existence? (Preferrably one that doesn't spam the HUD with server messages.)hmm... yeah, but Idk how to change the sound or anything except Audacity... but tha'ts cheap imo... it would be nice if you enter the trigger, then Glados talks, of course in fastforward since you're in slow-motion, then when you go out of the trigger Glados talks normally! but idk how..
I'm going to experiment with this a bit and see if I can get rid of that sv_cheats message. I'll post here if I find anything.
@PortalFan77:
I've searched for a Portal bullet time mod, but the ones I could find are all controlled by the player, with a special key. Stimich wants to control bullet-time as part of the map, not having the player turn it on and off at will. Is there anything like that already in existence? (Preferrably one that doesn't spam the HUD with server messages.)
hmm... yeah, but Idk how to change the sound or anything except Audacity... but tha'ts cheap imo... it would be nice if you enter the trigger, then Glados talks, of course in fastforward since you're in slow-motion, then when you go out of the trigger Glados talks normally! but idk how..
Quote from Solomon on April 13, 2009, 5:18 pmCan a trigger control the pitch of a sound? Because, while mapping, I added some music and by changing the pitch (In hammer) it changed the speed too.
Can a trigger control the pitch of a sound? Because, while mapping, I added some music and by changing the pitch (In hammer) it changed the speed too.
Quote from Stimich on April 13, 2009, 6:03 pmSolomon wrote:Can a trigger control the pitch of a sound? Because, while mapping, I added some music and by changing the pitch (In hammer) it changed the speed too.Speed? like slow-mo, or fastforward?... that kinda speed? O.o
Speed? like slow-mo, or fastforward?... that kinda speed? O.o
Quote from HMW on April 13, 2009, 6:14 pmHey guys, I know how to get rid of the sv_cheats message!
- At the start of your map, place a trigger_once. (Or re-use one you already have.)
- Add an OnTrigger output with your point_clientcommand as the target.
- Set the input to "Command" and the parameter to "hud_saytext_time 0". (No quotes.)
The hud_saytext_time variable determines for how long the orange server messages stay on the screen, in seconds. (The default is 12.) So setting it to 0 causes the sv_cheats message to be visible for 0 seconds.
@Solomon:
The "Pitch" setting of sound-emitting entities actually changes the playback speed. Because of the way sound works, playing a sound file faster also raises its pitch. (Exactly like fast-forwarding a cassette tape.) This doesn't matter with normal sound effects in the game; often it's even desirable. (E.g. in case of an engine revving up.)
To change the pitch of music while keeping the speed constant, you need to re-sample it using an audio editing application like Audacity, save it as a new .wav or .mp3 file and use that in your map.
If you want to change one of Valve's stock soundtracks, you need to extract it from the game cache files using GcfScape and distribute the modified version with your map. (And risk getting sued for copyright infringement...)
Hey guys, I know how to get rid of the sv_cheats message!
- At the start of your map, place a trigger_once. (Or re-use one you already have.)
- Add an OnTrigger output with your point_clientcommand as the target.
- Set the input to "Command" and the parameter to "hud_saytext_time 0". (No quotes.)
The hud_saytext_time variable determines for how long the orange server messages stay on the screen, in seconds. (The default is 12.) So setting it to 0 causes the sv_cheats message to be visible for 0 seconds.
@Solomon:
The "Pitch" setting of sound-emitting entities actually changes the playback speed. Because of the way sound works, playing a sound file faster also raises its pitch. (Exactly like fast-forwarding a cassette tape.) This doesn't matter with normal sound effects in the game; often it's even desirable. (E.g. in case of an engine revving up.)
To change the pitch of music while keeping the speed constant, you need to re-sample it using an audio editing application like Audacity, save it as a new .wav or .mp3 file and use that in your map.
If you want to change one of Valve's stock soundtracks, you need to extract it from the game cache files using GcfScape and distribute the modified version with your map. (And risk getting sued for copyright infringement...)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic