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Re: Functional GL Sights

Posted: 2010-03-01 18:24
by Spearhead
There is quite a lot of UGLs in the game and it looks like it requires some time to animate the UGLs and probably also some tweaking to make the sights actually hit at the indicated distances. Getting this into the mod will probably take some time.

Re: Functional GL Sights

Posted: 2010-03-01 18:40
by Megagoth1702
I just watched the videos of that dude Mosq - veery interesting and astonishing what can be done with that engine. :)

The UGL is fine as it is ATM, you still need some practice to hit stuff and well... It makes the job for the DEVs easier, cuz there are a LOT UGLs to tweak before we see this ingame.

Also we have to think of fluid gameplay and if such feautures are "fluid" enough.

The Sniper& Ballistics video - I LOVE it... But PR maps are not as "big" as the shown kashan version. So it does not make a lot of sence putting it in yet. Though I love it...

The vehicle - ballistics&ricochet are awesome, I'd love to see that in PR. But well well.. :)

DEV has to have a real life. ;)

So be aware that they have read the topic but have understanding that not only they are creating the game for themselves mainly, but also have a real life to take care of.

Re: Functional GL Sights

Posted: 2010-03-01 18:50
by gazzthompson
Megagoth1702 wrote:I just watched the videos of that dude Mosq - veery interesting and astonishing what can be done with that engine. :)

The UGL is fine as it is ATM, you still need some practice to hit stuff and well... It makes the job for the DEVs easier, cuz there are a LOT UGLs to tweak before we see this ingame.

Also we have to think of fluid gameplay and if such feautures are "fluid" enough.

The Sniper& Ballistics video - I LOVE it... But PR maps are not as "big" as the shown kashan version. So it does not make a lot of sence putting it in yet. Though I love it...

The vehicle - ballistics&ricochet are awesome, I'd love to see that in PR. But well well.. :)

DEV has to have a real life. ;)

So be aware that they have read the topic but have understanding that not only they are creating the game for themselves mainly, but also have a real life to take care of.
iirc mosq's sniper ballistics and vehicle ballistic videos are 2142 engine.

Re: Functional GL Sights

Posted: 2010-03-01 18:58
by Megagoth1702
God damn you gazz, you killed my dreams.

Re: Functional GL Sights

Posted: 2010-03-01 19:16
by iAllex
Question for Dev's .
I see Mosq has alot of interesting work like: balistics, bullets ricocheting, vehicle stabilization, breathing effect(sniper).
Will we ever see that implented in PR?! of course, when and if it is done... :grin:

Re: Functional GL Sights

Posted: 2010-03-01 19:58
by killonsight95
iAllex wrote:Question for Dev's .
I see Mosq has alot of interesting work like: balistics, bullets ricocheting, vehicle stabilization, breathing effect(sniper).
Will we ever see that implented in PR?! of course, when and if it is done... :grin:
it takes alot of time to implement those things in.
as i'm not a DEV i can't say for sure or even give you a hint about if it going to be in or not but if i was a DEV i would try to put these in by PR 1.01 is complete, thus giving a "funsome" game for all
notice i say game

Re: Functional GL Sights

Posted: 2010-03-01 20:05
by sakils2
iAllex wrote:and G3A3, AK-74, QBZ-95, L85 ..... ok, maybe not M203, but grenade launchers :roll:
In your post you wrote M203 not GL :roll:

Re: Functional GL Sights

Posted: 2010-03-01 20:49
by iAllex
sakils2 wrote:In your post you wrote M203 not GL :roll:
You know what I meant wiseguy :mad:

Re: Functional GL Sights

Posted: 2010-03-01 21:04
by Arnoldio
iAllex wrote:and G3A3, AK-74, QBZ-95, L85 ..... ok, maybe not M203, but grenade launchers :roll:
thus they dont have same sights ad m203, so al models need to be checked/reworked for the thing to work properly...

Re: Functional GL Sights

Posted: 2010-03-01 21:10
by iAllex
killonsight95 wrote:it takes alot of time to implement those things in.
as i'm not a DEV i can't say for sure or even give you a hint about if it going to be in or not but if i was a DEV i would try to put these in by PR 1.01 is complete, thus giving a "funsome" game for all
notice i say game
Tnx for sharring your oppinion killonsight ... and I too think somewhat the same. But I was, and, am hoping for a simple Dev Yes or No respons ;) .

Re: Functional GL Sights

Posted: 2010-03-01 21:12
by Celestial1
I would be the happiest Grenadier ever.





Ever. I love you.

Re: Functional GL Sights

Posted: 2010-03-01 21:15
by Megagoth1702
Cel, go to bed now.


@ iAlex - here in a forum you need to check what you "say"...

In real life we can correct our words but here we see them black on grey. So if you wrote something we HAVE to think that you MEAN it.

Re: Functional GL Sights

Posted: 2010-03-01 21:19
by Rudd
this is a very nice peice of work, I wonder if the RPG26 sights work like this also?

Re: Functional GL Sights

Posted: 2010-03-01 21:26
by iAllex
Megagoth1702 wrote:Cel, go to bed now.


@ iAlex - here in a forum you need to check what you "say"...

In real life we can correct our words but here we see them black on grey. So if you wrote something we HAVE to think that you MEAN it.
And what exactly do you mean ? That I should be straight on the subject, no "little jokes" and/or references to other things?

Re: Functional GL Sights

Posted: 2010-03-01 21:28
by Rudd
actually iAllex, not really, jokes are fine as long as you have a point along with them. Post in the appropriate thread or make a new thread if there is no thread, don't clutter up threads otherwise its hard to discuss the topic


Now you boys play nice, or argue over xfire, keep the forums neat beneath our feet.

Re: Functional GL Sights

Posted: 2010-03-01 21:35
by akatabrask
Hmm, surely some interesting work there.

Just a random idea that popped into my head but wouldn't it be possible to perhaps tweak that code a little further and get something like "realistic" weapon shake (since projectile launch direction is not centered rather moved away from center as a function of the mouse movement if you get the idea)?

Re: Functional GL Sights

Posted: 2010-03-01 22:09
by gazzthompson
iAllex wrote:Question for Dev's .
I see Mosq has alot of interesting work like: balistics, bullets ricocheting, vehicle stabilization, breathing effect(sniper).
Will we ever see that implented in PR?! of course, when and if it is done... :grin:
His ballistics , bullet ricocheting and IIRC vehicle stabilization videos are on 2142 engine, which dose not mean it can be used on bf2/PR as 2142 engine is more advanced.

Re: Functional GL Sights

Posted: 2010-03-01 22:24
by karambaitos
NOOOO!!!! NOOB TUBE

nice work there now its all realistic, if the Devs decide to use this it be awesome

Re: Functional GL Sights

Posted: 2010-03-01 23:03
by Rhino
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.
Cool, so you didn't get the pr.exe to read the bf2.exes memory for this like you did for the stabilization etc?

I aint seen UK_Force post this in the dev forums btw, might want to send me or Jaymz the files.

Re: Functional GL Sights

Posted: 2010-03-01 23:50
by Hunt3r
AFAIK bullets can and will ricochet, or at least tank shells, for some reason, but you just need to code it right.

Mosquill is doing some pretty crazy stuff. I like it. :mrgreen: