Slomo Bullettime Ultimate (Universal Addon) [R3.1c fix] - Page 5 (2025)

IRL is busier than ever and only now this week I managed to see if I could quickly complete the new version, since all it needed was testing.

Nope.

Turns out it has a whole host of new problems that require extensive troubleshooting, testing and fixing, including the new control method too.

  • New control system works, but has a new unique problem; I can freely set the flag for slomo to turn on while its not supposed to be activated, meaning slomo could be on cooldown, I hit slomo on button during cooldown, then as the cooldown completes the slomo will turn on right away automatically.
  • Main slomo and secondary slomo points are mixed up together.
  • Secondary slomo does not turn off properly.
  • Secondary slomo hud has lots of bugs and missing details to make it work right.
  • Smooth slomo movement requires a rework in how its handled within the code. Currently it has the same issue of being staggered like the freeze movement option.
  • Smooth slomo movement is also subpar as a whole, requiring all manner of wierd compensating balancing of various player parameters (walk speed, jump height, gravity, air control, weight) to achieve that hard to achieve smooth slowed down movement effect.
  • There is also a code oversight somewhere in the script that can cause the whole system to stop working for the remainder of the level I'm playing on.

The only part I'm happy about is that I got it to compile with GDCC and some of the features sort of work, thought in a poor way.
IRL is still ramping up to be crazy that I'll need to fully focus on that, so I'm going to be putting this project on hiatus for the time being. Its too complicated for me to handle with so much things going on in my life at the moment.

This the latest (broken) test version so far:
https://drive.google.com/open?id=1hJHtD ... PsKhIgXQzg
I'm only posting it if anyone feels brave enough to try to fix it while I deal with IRL. If you expect a fully polished mod, then avoid downloading this. It loads without crashing, but is broken in many way as listed above. Just use the regular R3 available in the OP for now.

PooshhMao wrote:One feature that would be great to have would be to lower the sound effect pitch in relation to the slowdown, but I'm guessing this is not trivial?

Depends if future version of GZDoom add the ability to override the sound reverb globally. Afaik the current version does not have this feature, so it not doable.

Frozsoul wrote:I've been reading comments about conditions upon which slow motion would automatically activate, and I was wondering if you had ever played Perfect Dark and it's Smart Slow Motion option? It was an awesome multi-player option where slow motion only occurs when you are sufficiently close to another player or simulant in combat mode. Otherwise, action moves at a brisk pace. For DOOM, I can see it activating automatically when you are sufficiently close to an enemy, or perhaps to just an alerted enemy.

Also, not sure if it is possible to reduce the speed of weapon switching and reloading while slow-motion is active? That's the way it works in Perfect Dark's Smart Slow Motion and it really gives that slo-mo feel to everything happening.

I've seen a similar feature in Soldat (2d multiplayer shooter game). In a multiplayer scenario, I felt it was more of a gimmick that was rarely used after the initial novelty wore off. Meanwhile in Doom's singleplayer with hundreds of monsters, encounters with varying range, setup and pace... I think the feature would do more harm than good for sustained play.

As for weapons switching and reload, unfortunately no, that one is one possible if the gameplay/weapon mod itself decides to do that natively, hand-crafting each frame to work in a slomo mode. Theres no easy programmatic way to make this work.

Slomo Bullettime Ultimate (Universal Addon) [R3.1c fix] - Page 5 (2025)
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