[0966] Scope = no ShellEjection/Sound in 1. Person

If you find a bug within PR:BF2 (including PRSP), please report it here.
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

[0966] Scope = no ShellEjection/Sound in 1. Person

Post by ChallengerCC »

Like the header says:

Description:
When you aim throu a scope(zoom) like ACOG or so(not an ironsight or Aimpoint), you have no Shellejection or a sound of it in the players view. (it is at all weapons and all factions)
In the 3. person model it works well. (For other players)

Steps to Reproduce:
Take Scope weapon zoom and shoot.

Tested On:

everywhere(map), every scope kit

I know its not a big thing but i think it removes some atmosphere when the shells not belling on a hard metal surface.
(Its cool) :)
Last edited by ChallengerCC on 2011-08-21 23:05, edited 4 times in total.
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TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by TheComedian »

The ejected cartridges do make impact sounds when they land on a surface. Try it with an AR.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic52084_1.gif[/img]
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by J.F.Leusch69 »

there is a shellefection, you simply wont see it when looking through a scope.

thanks for reporting anyway.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by ChallengerCC »

Sorry guys but thats not true what you are saying. The bug exists!
I hope it will make not so mutch work to fix this. I think you forget to call the Shelleject methode/class for the "scope model" (i think you switch to a nother model or) :) and to define the type and exit point of the shells.


Here are the evidences:


PR:BF2 no_shell Bug - YouTube
PR:BF2 working shell - YouTube

Have fun. :)
Last edited by ChallengerCC on 2011-08-23 10:18, edited 5 times in total.
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Triggerfinger
Posts: 118
Joined: 2011-08-08 14:07

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by Triggerfinger »

To be honest my friend, I don't see any difference between the two videos nor I see someting what could be wrong.
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by DonDOOM »

If you don't see whats wrong on these video's you're not looking very well, or you're kinda blind :)

It shows clearly that the shells do no appear when firing whilst looking down the scope.

The shells don't land anywhere on the car, nor do they make any sound effect like they do without looking through the scope.

Nice find ChallengerCC ;)
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TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by TheComedian »

Tested in local and I can confirm this. However:

- You don't have physical shell ejection because scoped-in you can't see them anyway.
- Focusing on bringing the enemy down you won't hear the sound effects anyway from mumble, voip, your rifle's firing, other players firing, distant sounds etc.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic52084_1.gif[/img]
jankus22
Posts: 10
Joined: 2010-12-03 17:51

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by jankus22 »

Yep, Confirm!!
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by J.F.Leusch69 »

it is a vBF2 bug, which we cant fix easily. there might be a solution, but it would also have some other bad visual effects.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by ChallengerCC »

Has someon looked or tryed to solve this Problem?
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Psyrus
Retired PR Developer
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Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by Psyrus »

ChallengerCC wrote:Has someon looked or tryed to solve this Problem?
Maybe you can be the first! :D
Rhino
Retired PR Developer
Posts: 47909
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Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by Rhino »

Lol never noticed this myself before, now its going to bug me forever! :p
ChallengerCC wrote:Sorry guys but thats not true what you are saying. The bug exists!
I hope it will make not so mutch work to fix this. I think you forget to call the Shelleject methode/class for the "scope model" (i think you switch to a nother model or) :) and to define the type and exit point of the shells.


Here are the evidences:


PR:BF2 no_shell Bug - YouTube
PR:BF2 working shell - YouTube

Have fun. :)
There is a massive difference between how zoomed scopes work, and how iron sights / reflex sights with no zoom work. Scoped in models have a separate 1st person lod for the scoped in view, which has the scoped hollowed out with reticle etc. I'm not 100% sure if we could integrate a zoomed scope into the main model like we have with non-zoomed reflex sights etc, but the amount of work to do that is massive and no way near worth it for a small bug like this so that really isn't an option, without talking about the massive rise in 1p poly counts and other possible implications this could bring.

However this can be possibly fixed in another, much simpler way to fix this which I'll look into a bit.


EDIT: found out what's causing this. Its basically this line of code which is left over from vBF2:

Code: Select all

ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
This stops a big flash happening right in front of the scope. What it also dose is it stops the shell ejection at the same time :p

Will bring it up with the rest of the devs and see what they think about the course of action as that bit of code might be still required for some other purpose. It dose stop the muzzle smoke from coming up in front of the scope: http://img268.imageshack.us/img268/5814/32851103.jpg
Last edited by Rhino on 2012-02-21 07:56, edited 5 times in total.
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spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by spiked_rye »

Would it not be realistic to have muzzle smoke come up in front of the scope? Or is is too thick? Either way, it's nice to see a problem in PR with an easy(?) fix for a change :)
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by ChallengerCC »

Yeah! :D
Smoke would be more realistic. Like your screen shows, it seems not so huge only a liddl thing and if it fix the shell problem also: GREAT DOIT !!! :)

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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by pr|Zer0 »

couldnt care less if i see the casings on scoped or not...devs have more important issues to focus on...my 2 cents
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by lucky.BOY »

Its about hearing the casing hit the ground, not about seeing them. The muzzle smoke (and/or Anders' effects!) would be also nice to see Even though this is a small bug, the work required to fix it seems.. proportional.

Anyway thumbs up to the guy who bumped this, seems like this time it actually works :D

-lucky
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by Rhino »

lucky.BOY wrote:Its about hearing the casing hit the ground, not about seeing them. The muzzle smoke (and/or Anders' effects!) would be also nice to see Even though this is a small bug, the work required to fix it seems.. proportional.
Well it is also a little about seeing them too, since after shooting, while scoped in, if you look at the ground where the bullets would have landed, currently they are not there, but now they will be. Also there is a slim possibility that in some rifles you may even see the rounds flying out the side as you fire, depending on the scope and ejection location :)
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [0966] Scope = no ShellEjection/Sound in 1. Person

Post by ChallengerCC »

Something new about this issue?
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