SUPERHOT core mechanics applied to classic UT, with time moving only when you move, dodgeable projectiles and visuals based on original SUPERHOT.
Start a practice session and add the desired mutator to play the mod.
The mod is NOT compatible with multiplayer, so only use it on Botmatches.
If the game doesn't become slower when you stop, it's probably because your UT is running on a much higher frequency than the engine supports.
Possible solutions would be turning VSync on, or using an alternative executable of the game to make it run at correct speed (search for unreal tournament multicore fix).
Since this mod messes with game speed, whenever you use it and decide to play without it, your game will be slowed down. Open the in-game console and type Slomo 1 to return the game to its normal speed.
Well, here it goes! I'd like to thank everyone, specially the responsibles for the contest, which gently kicked me in the butt to get back to the modding scene. I don't believe I have much chance of winning anything, but it was a great ride. Honestly, I don't believe I'd have spent my lunch hours during the week on something more constructive than this.
I'd also like to thank the UT99.org community that helped me and encouraged me, as well other members here on ModDB that encouraged me as well. Thanks for caring about my mod and classic UT!
I've actually been away from the mod for the past two weeks, since I basically had finished the scripting, and all that was left was the graphical part, that I don't really enjoy doing. So yeah, I was lazy, and decided to polish the visuals on the last hours.
The result is that I didn't manage to finish everything I planned to make it look more like SUPERHOT. I'm still missing the SUPERHOT styled localized messages, the Camera effect of respawning, and of course, removing the textures from the map - the only feature that I spent many hours trying to reach, but gave up for lack of knowledge or engine limitation, whatever it is.
There're aren't many diferences from this version to the demo. Basically, I've fixed the PulseGun primary fire (which was actually disappearing quickly while in mid-air (low lifespan).
The rest of the changes were all visual. Removed blood, decals and smokes from the game, replaced sprites for effects and muzzles with non-colored ones... to match a little the SUPERHOT identity.
Also, I've added a nice touch on weapon models that show the players arm/hand (Enforcer, Minigun, Pulsegun and Sniper), which will show the player parts in his color (which is nice specially in Team games).
The "demo" I released before was just a way to get some interested people to get into it before I finished the polishing, and maybe I could luckily get some feedback in time for the final version.
So, here we are. I don't know wheter or not I'll continue on the modding scene... maybe shift to the new UT and give it a shot on something, maybe I'll never mod again... but surely I'll keep this whole experience with me for the rest of my life.
Regards,
Gustavo "Darkness" Freitas
Release version for the #makeitsuperhot contest. Compared to the Demo released two days ago, it has a fix for PulseGun primary fire projectiles, and plenty...
Public beta before final release on last day of #makeitsuperhot contest.
Great to see new mods for the game, im kinda bored of the same old same old. Looks great! Good idea, good execution!
DonĀ“t let yourself feel bad the engine is hella flawed and dificult to work with just keep doing projects :)
XaNKoN, thanks for the support!
I actually chose UT99 engine since it's the only one I have some experience in modding, but I bet if I'd actually dedicate myself more to modding (or even game making), I'd rather chose the current engine version. I guess I'm just lazy to learn if from scratch!
Please give us this File!
Gadavre, it's up!
Hey, nice to see someone is interested!
I might put it for download today later a beta version, considering that.
I'll only change visual stuff on Saturday to publish a final version for the contest.
I've been wondering for a long time what Game Modders are doing, thanks for the insight, I've been wondering it's so complex.
Not forge, Time Dilatation in Multiplayer is verry tricky ;D
Because that affects everyone.
Hey there!
I guess the time dilatation complexity depends on the engine mainly. Unreal Engine 1 is really old and limited in this aspect, I've hit many "walls" towards this, but it's going on nicely. I'll make a post updating the development today.
Regarding the "Time Dilatation in Multiplayer" problem, well, I've decided to ditch multiplayer on the first days of development (so it is a singleplayer mod), but the problem wasn't the time dilatation itself, but the constant projectile speed changes I had to use to compensate for the "time dilatation floor" of the engine, which would end up causing lots of desyincs.
I'd solve the time dilatation problem in multiplayer by selecting random players on each time interval to make them the "superhot" players that would affect the game speed (and of course would be a game message and they'd have a unique color), and would increase "a little" their speed to give them a better reaction time compared to others.
Maybe it'd work fine... unless the superhot player decided to stay still for the whole duration of his slowdown just to troll everyone else, lol. Unless of course I added a failsafe that would also give a maximum amount of "bullet time" for each player prior to rotating the current superhot player... well...
If the game engine accepted a very low time dilatation and I didn't had to change projectile speed all the time, I'd probably go for it!