Functional GL Sights
-
motherdear
- Retired PR Developer
- Posts: 2637
- Joined: 2007-03-20 14:09
Re: Functional GL Sights
if we can implement this (which will take quite a bit of work i believe) we would actually be the only game in the world to implement a proper grenadier sight (as far as i know
)

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
-
amazing_retard
- Posts: 376
- Joined: 2008-10-01 03:13
Re: Functional GL Sights
The FH2 guys are really excited, because now their PIAT can be more realistic
An Error Has Occurred!
Very good idea
An Error Has Occurred!
Very good idea
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Functional GL Sights
[quote=""'[R-DEV"]motherdear;1283052']if we can implement this (which will take quite a bit of work i believe) we would actually be the only game in the world to implement a proper grenadier sight (as far as i know
)[/quote]
Na, there are a few other games out there that can do it correctly but this is VERY few.
dslyecxi.com - enjoy your stay
If you scroll down to the "Sight Adjustments" bit, browse though that and you will find some examples from other games that have it right etc
[quote="amazing_retard""]The FH2 guys are really excited, because now their PIAT can be more realistic
An Error Has Occurred!
Very good idea
[/quote]
Yep, we can also use it on our L-AT weapons too
Na, there are a few other games out there that can do it correctly but this is VERY few.
dslyecxi.com - enjoy your stay
If you scroll down to the "Sight Adjustments" bit, browse though that and you will find some examples from other games that have it right etc
[quote="amazing_retard""]The FH2 guys are really excited, because now their PIAT can be more realistic
An Error Has Occurred!
Very good idea
Yep, we can also use it on our L-AT weapons too
-
AgentMongoose
- Posts: 265
- Joined: 2008-09-02 19:03
Re: Functional GL Sights
Also this would be a nice way for those devs to finally be able to put a team usable mortor into the game and be able to aim it. The Models have only been around for a year 
-
Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Functional GL Sights
America's Army 3, for one. But the difference is that those games suck in comparison.[R-DEV]motherdear wrote:if we can implement this (which will take quite a bit of work i believe) we would actually be the only game in the world to implement a proper grenadier sight (as far as i know)
How is the little range system brought up? I notice that both the Q and T commo roses still function, and that both L/R clicking works... I'm baffled as to what you'd press to bring that dialog up?
-
sakils2
- Posts: 1374
- Joined: 2007-07-14 23:15
Re: Functional GL Sights
If you were referring to this then no- it's made in BF2 engine.gazzthompson wrote: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.
-
Mosquill
- Retired PR Developer
- Posts: 857
- Joined: 2007-08-12 10:13
Re: Functional GL Sights
Everything in my sniping video, except swaying/breating, works in bf2. But the devs don't want to implement ballistics because of the tracer bug, so there's no point in having adjustable scopes.HardCandy wrote: Also, would a similar system work for sniper rifles, like the ones in Mosquills other videos?
[quote=""'[R-DEV"]Rhino;1282672']Cool, so you didn't get the pr.exe to read the bf2.exes memory for this like you did for the stabilization etc?[/quote]
Nope. There's no need for that.
[quote="Celestial1""]How is the little range system brought up? I notice that both the Q and T commo roses still function, and that both L/R clicking works... I'm baffled as to what you'd press to bring that dialog up?[/quote]
The Q commo rose. It appears only when you're using the GL sights. Though it's possible to do this without using a commo rose at all.
-
Megagoth1702
- Posts: 510
- Joined: 2009-01-31 20:19
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Functional GL Sights
Because of some weirdness , all rounds have to be a tracer round or no tracer rounds for the weapons. can be different per weapon IIRC so SAW's only fire tracers, rifles no tracers etc.Megagoth1702 wrote:What is the tracer bug?
-
Megagoth1702
- Posts: 510
- Joined: 2009-01-31 20:19
Re: Functional GL Sights
I did not understand.
To apply ballistics the "ammo type" has to be tracer OR no-tracer?
To apply ballistics the "ammo type" has to be tracer OR no-tracer?
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Functional GL Sights
correct , if i recall correctlyMegagoth1702 wrote:I did not understand.
To apply ballistics the "ammo type" has to be tracer OR no-tracer?
-
lucidrians
- Posts: 802
- Joined: 2009-05-04 17:59
Re: Functional GL Sights
Do snipers use tracers in real life? I thought it would give away there position.gazzthompson wrote:correct , if i recall correctly.
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Functional GL Sights
not sure, probably not.HardCandy wrote:Do snipers use tracers in real life? I thought it would give away there position.
for my info on "tracer bug" :
https://www.realitymod.com/forum/f18-pr ... acers.html
-
Nebsif
- Posts: 1512
- Joined: 2009-08-22 07:57
Re: Functional GL Sights
So those GL sights are possible in PR and one day we'll (probably) have them, but stabilization isnt?
-
lucidrians
- Posts: 802
- Joined: 2009-05-04 17:59
Re: Functional GL Sights
Ah, I understand now.gazzthompson wrote:not sure, probably not.
for my info on "tracer bug" :
https://www.realitymod.com/forum/f18-pr ... acers.html
-
Gosu-Rizzle
- Posts: 610
- Joined: 2009-06-06 13:23
Re: Functional GL Sights
This all sounds really awesome, great work Mosquill. But am i the only one thinking that having only the "free aiming" would fit PR best? Plus, then you wouldent need to modify the commo-rose at all right?[R-DEV]Rhino wrote: Yep, we can also use it on our L-AT weapons too![]()
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Functional GL Sights
whys that?Gosu-Rizzle wrote: But am i the only one thinking that having only the "free aiming" would fit PR best?
-
Gosu-Rizzle
- Posts: 610
- Joined: 2009-06-06 13:23
Re: Functional GL Sights
It seems more realistic and "fluid" than having to open up a tap and selecting the distance. It also means it requires at bit more training/skill as oppose to just selecting the distance to the attack marker.. And i think that would fit PR better.gazzthompson wrote:whys that?
-
McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Functional GL Sights
Nebsif wrote:So those GL sights are possible in PR and one day we'll (probably) have them, but stabilization isnt?
Ok, to avoid confusion, when looking at video descriptions, take the word from the producer himself. If it says it was made for/on Project Reality (which is based on the BF2 engine), well it was made on the BF2 engine.
Don't rely on the faint hope that the thoughts of others hidden by anonimity through the tubes of the interweb have any legitimacy, IE when people start saying things like "it only works on BF2142" or "It requires the caps lock key", etc...



-
AgentMongoose
- Posts: 265
- Joined: 2008-09-02 19:03
Re: Functional GL Sights
Agreed.Gosu-Rizzle wrote:It seems more realistic and "fluid" than having to open up a tap and selecting the distance. It also means it requires at bit more training/skill as oppose to just selecting the distance to the attack marker.. And i think that would fit PR better.



