Functional GL Sights

General discussion of the Project Reality: BF2 modification.
sakils2
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Functional GL Sights

Post by sakils2 »



Can we has?
AnimalMother.
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Re: Functional GL Sights

Post by AnimalMother. »

looks good, should probably be in suggestions


only thing is though with this sort of HUD doesn't it involve use of one of the existing menus, like the sniper rifle zeroing on the wookie mod?


edit::: that freemode thing is totally ninja! (imagines that on ironsighted rifles where deviation could be literally removed)
Last edited by AnimalMother. on 2010-03-01 13:41, edited 1 time in total.
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Rhino
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Re: Functional GL Sights

Post by Rhino »

If it can be made to work yes. All of Mosquill's stuff is pure WIP and isn't strait forward coding. This stuff requires a lot of hacking the BF2 engine to make it do stuff it was never meant to do and as such, until we fully test it we don't know if its going to really work or not in practice but hopes are high :)
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killonsight95
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Re: Functional GL Sights

Post by killonsight95 »

very good but doesn't that do all the aim for you? maybe just free aim mode would be coolz
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Rhino
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Re: Functional GL Sights

Post by Rhino »

killonsight95 wrote:very good but doesn't that do all the aim for you?
No more than the current system, you still need to judge the distance (or cheat with the attack marker) and then line up the shot to the distance.
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Ninja2dan
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Re: Functional GL Sights

Post by Ninja2dan »

killonsight95 wrote:very good but doesn't that do all the aim for you? maybe just free aim mode would be coolz
It's not really doing any aiming for you, it simply allows you to use the sights in a more realistic manner.

The current sights are sort of a ghost image that avoids the use of the actual sights. With the current method, you aren't lining up the leaf sight notch with the front sight. Instead you are just placing the target under the ghost sight's range line. It works, but not like the real thing.

With a sight such as the one shown here, it will allow players to adjust their leaf sight aiming depending on the range, and then lining up the sights properly in order to hit at that range. But it's in no way a "Gimme", as you still need to both estimate range and place the target within the correct sight picture. There is no gain or loss in targeting accuracy compared to the current version, it just adds a little realism to the leaf sight usage. In other words, it's mostly just for "show"...cosmetic.


It would be nice to see this working, but if it doesn't work within PR's standards then it's no real loss. But I'm all for more eye-candy.


What I'd really like to see is a new Quad sight using a similar method. I always preferred the quad over leaf.
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Chuc
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Re: Functional GL Sights

Post by Chuc »

It's a real beaut, what has been done up by Mr. Mosquill :)
Now how to apply it across the other UGLs..
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Mosquill
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Re: Functional GL Sights

Post by Mosquill »

[R-DEV]Rhino wrote:If it can be made to work yes. All of Mosquill's stuff is pure WIP and isn't strait forward coding. This stuff requires a lot of hacking the BF2 engine to make it do stuff it was never meant to do and as such, until we fully test it we don't know if its going to really work or not in practice but hopes are high :)
This is not WIP, it's finished. I've already sent the files to UK_Force.

It doesn't require any hacking or stuff like that, it's done using solely standard bf2 coding.

It was already fully tested by Scouty in his sniper mod, it works just fine on both local and dedi servers.
ma21212
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Re: Functional GL Sights

Post by ma21212 »

Mosquill wrote:This is not WIP, it's finished. I've already sent the files to UK_Force.

It doesn't require any hacking or stuff like that, it's done using solely standard bf2 coding.

It was already fully tested by Scouty in his sniper mod, it works just fine on both local and dedi servers.
what we waitin on then >.> just do it!

well done Mosquill, btw

Edit:
killonsight95 wrote:Mosq you should come on the forums more and sharing with us your ninja thoughts
like ...bullet ricochetat 1:15...?
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/zdNO3JgrSiQ&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/zdNO3JgrSiQ&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
Last edited by ma21212 on 2010-03-01 15:54, edited 1 time in total.
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killonsight95
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Re: Functional GL Sights

Post by killonsight95 »

Mosquill wrote:This is not WIP, it's finished. I've already sent the files to UK_Force.

It doesn't require any hacking or stuff like that, it's done using solely standard bf2 coding.

It was already fully tested by Scouty in his sniper mod, it works just fine on both local and dedi servers.
Mosq you should come on the forums more and sharing with us your ninja thoughts
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supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: Functional GL Sights

Post by supahpingi »

I WANT THIS FOR .9!

anyway,this looks really good,now we can get of that stupid white aiming thingy
Redamare
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Joined: 2007-10-30 21:09

Re: Functional GL Sights

Post by Redamare »

Wow Nice demonstration :D ... did you do all that ? or like Rhinio said DEV WIP? :P lool i rellly like this feature :D i can never seem to hit Short range targets as well as i would want :P .... Longer range targets are hard too :S cuz your Crosshairs are WAAYY above the target you want to hit :P this could work GREAT for All ranges :D lol...
tim8002
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Re: Functional GL Sights

Post by tim8002 »

Nice work, If it's already done, will we be seeing it soon?
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killonsight95
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Re: Functional GL Sights

Post by killonsight95 »

how dare u make something more sexy than my mum!!!!!!
anyway i'm guessing they will probs put it in:
0.91 or 0.92
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lucidrians
Posts: 802
Joined: 2009-05-04 17:59

Re: Functional GL Sights

Post by lucidrians »

Mosquill wrote:This is not WIP, it's finished. I've already sent the files to UK_Force.

It doesn't require any hacking or stuff like that, it's done using solely standard bf2 coding.

It was already fully tested by Scouty in his sniper mod, it works just fine on both local and dedi servers.
Mosquill, can I please have your children?

Also, would a similar system work for sniper rifles, like the ones in Mosquills other videos?
Last edited by lucidrians on 2010-03-01 17:44, edited 1 time in total.
iAllex
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Re: Functional GL Sights

Post by iAllex »

killonsight95 wrote:how dare u make something more sexy than my mum!!!!!!
anyway i'm guessing they will probs put it in:
0.91 or 0.92
It is ready.... for the M4. There are alot of other weapons that use M203. I think it will be a while until we will see it ingame.

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sakils2
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Re: Functional GL Sights

Post by sakils2 »

Theres only 3 weapons using M203- US Army M4, USMC M16A4 and IDF M4A1. Two isn't alot :D
gazzthompson
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Re: Functional GL Sights

Post by gazzthompson »

killonsight95 wrote:how dare u make something more sexy than my mum!!!!!!
anyway i'm guessing they will probs put it in:
0.91 or 0.92
this has only now been shown to the DEVs and only one weapon of numerous UGL's. dont jump the gun and expect it in the next release.
Arnoldio
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Re: Functional GL Sights

Post by Arnoldio »

Only free aim would be better imo, its more fluent and thats what the game needs :D

Maybe if you could come up with a similar system for aiming the gun itself :D
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iAllex
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Joined: 2009-11-20 11:20

Re: Functional GL Sights

Post by iAllex »

sakils2 wrote:Theres only 3 weapons using M203- US Army M4, USMC M16A4 and IDF M4A1. Two isn't alot :D
and G3A3, AK-74, QBZ-95, L85 ..... ok, maybe not M203, but grenade launchers :roll:

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