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 Post subject: Time compression
PostPosted: Thu Sep 30, 2010 3:44 pm 
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Joined: Tue Dec 14, 2004 3:24 pm
Posts: 324
Location: UK (UTC+0)
Homeworld Cataclysm had a time compression feature which allowed you to speed up the game during otherwise uneventful periods (e.g. travelling across large maps; waiting for research/construction/harvesting to finish). There's an equivalent debugging feature already built in to Homeworld: "turbo mode". I've elevated this to an actual game feature in r756. The game can be toggled between real-time and accelerated-time using the '\' key. The default time compression factor is 8x, like Homeworld Cataclysm. This can be changed by the user in their Homeworld.cfg:

Code:
[New HWSDL Options]
TimeCompressionFactor    8

The game automatically reverts back to real-time when certain event types occur (e.g. NIS sequence) although I had to add this behaviour for KAS speech events. Given the nature of gameplay and relatively small number of missions I've tested with, it's entirely possible that there are additional event types which should force the game back to real-time but currently don't. Please report any oddities you experience, or implement a fix yourself by adding the following in the appropriate place (probably within KASFunc.c):

Code:
universeTurbo = FALSE;

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