Telescopic Sight for Rifleman

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XxNinjaSinXx
Posts: 103
Joined: 2007-09-19 06:21

Telescopic Sight for Rifleman

Post by XxNinjaSinXx »

Telescopic Sight for Rifleman - Total Gaming Network

Is those kind of thing really possible in this mod? If so can we please implement it for PR. 8?
Last edited by CodeRedFox on 2008-08-06 10:18, edited 1 time in total.
Reason: took katiewolfs name out
mammikoura
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re: Telescopic Sight for Rifleman

Post by mammikoura »

most likely it is not possible. If there would be a video then I might believe it.
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CodeRedFox
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re: Telescopic Sight for Rifleman

Post by CodeRedFox »

no not currently possible.....
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

re: Telescopic Sight for Rifleman

Post by nedlands1 »

Not possible AFAIK. The problem with implementing the idea is that everything will be magnified, not just what the scope is pointed at.

Also, the ACOG and M68 CCO are the only rifle optics in-game that allow you to use both eyes at once (if I'm not mistaken).

EDIT: Both sights are meant to be used with "both eyes open".

"The Tritium illuminates the aiming point in total darkness, and the fiber optic self-adjusts reticle brightness during daylight according to ambient light conditions. This allows the operator to keep both eyes open while engaging targets."
Source: Trijicon, Inc. : Brilliant Aiming Solutions

"Aimpoint sights are designed for the ”two eyes open” method of sighting, which greatly enhances situational awareness and target acquisition speed."
Source: http://www.aimpoint.com/upload/products ... 0590-2.pdf
Last edited by nedlands1 on 2008-08-06 10:04, edited 1 time in total.
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Zimmer
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re: Telescopic Sight for Rifleman

Post by Zimmer »

The last post can be real or Photoshop but if its real its naice
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
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x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

re: Telescopic Sight for Rifleman

Post by x.trEm*e »

Sure it looks nice and so on, but I ask myself why she ain´t answering this question:
So is this an edited mockup screen or did you actually get it working in-game?
for me it looks like edited cuz of the too round antialiased border for the ACOG in any picture, while the M68 is blurred. All inside is just like too sharp and the front iron sight is some kind different.
CodeRedFox
Retired PR Developer
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re: Telescopic Sight for Rifleman

Post by CodeRedFox »

LOL yes its Photoshoped....

Keep the KatieWolf bashing out please or the thread gets closed :-D
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Expendable Grunt
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Re: Telescopic Sight for Rifleman

Post by Expendable Grunt »

She has to be trolling...

AFAIK, the only engine out there that supports this sort of magnification is the source engine.
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Rhino
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Re: Telescopic Sight for Rifleman

Post by Rhino »

Expendable Grunt wrote:She has to be trolling...

AFAIK, the only engine out there that supports this sort of magnification is the source engine.
I'm sure if you had access to the source code of the engine you where working on you could do it with a lot of engines.

anyways this is not at all possible with the BF2 engine, we talked about the idea a hell of alot in the early days of PR, tried loads of things but it is simply not possible to only zoom the inside of a scope, its the entire screen or nothing.
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SuperTimo
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Re: Telescopic Sight for Rifleman

Post by SuperTimo »

meh i dontthink it matters much sure it give more situational awarness when scoped but i dont spend that much time in the scoped view anyway, and im sure other dont as well.
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Deadfast
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Re: Telescopic Sight for Rifleman

Post by Deadfast »

It's impossible, nice photoshop right there ;)
Waaah_Wah
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Re: Telescopic Sight for Rifleman

Post by Waaah_Wah »

Expendable Grunt wrote:She has to be trolling...

AFAIK, the only engine out there that supports this sort of magnification is the source engine.
You sure its a she? :p
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Zimmer
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Re: Telescopic Sight for Rifleman

Post by Zimmer »

SuperTimo wrote:meh i dontthink it matters much sure it give more situational awarness when scoped but i dont spend that much time in the scoped view anyway, and im sure other dont as well.
You mostly stay in your jets Timo. :wink:

Well surely I think the pictures seems weird.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: Telescopic Sight for Rifleman

Post by ostupidman »

While it would increase situational awareness, it really decreases your view size in scope if you only have the little scoped area. It would be harder to find and track targets cause they would be in and out of your scope more. Besides I think that thats the trade-off for getting and acog. You get better long range accuracy but you sacrifice your immediate area awareness. Whereas when we get the aimpoints...you get better awareness and less long range accuracy.
If brute force doesn't work.......your not using enough of it.
jaspercat444
Posts: 599
Joined: 2007-12-19 06:11

Re: Telescopic Sight for Rifleman

Post by jaspercat444 »

If only He/She (whichever it is) used his/her photoshop powers for good, not evil...
Napoleon_TR
Posts: 303
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Re: Telescopic Sight for Rifleman

Post by Napoleon_TR »

We want a Sight for Sniper :P
FLOZi
Posts: 66
Joined: 2008-02-12 14:37

Re: Telescopic Sight for Rifleman

Post by FLOZi »

I was wondering, if it could be done with, as stated, the zoom applying outside of the scope also, and then apply a custom shader like the suppression effects to blur the outside of the scope? Obviously it would still be zoomed in outside of the scope, but the blur might lessen the effect of that if done just right.
Cyrax-Sektor
Posts: 1030
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Re: Telescopic Sight for Rifleman

Post by Cyrax-Sektor »

Well, KatieWolf informed she/he got carried away. I think the images were just examples of how it would look originally, so it'd be easier to understand what was wanted. :)

It'd be nice in PR, but the rest of the scoped weapons wouldn't have it, I don't think. The ACOG, SUSAT and what not, have just black surrounding the actual scope view, not the environment. So it'd be for carbines mainly.
Spaz
Posts: 3957
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Re: Telescopic Sight for Rifleman

Post by Spaz »

Cyrax-Sektor wrote:Well, KatieWolf informed she/he got carried away. I think the images were just examples of how it would look originally, so it'd be easier to understand what was wanted. :)
Yeah I don't think she/he was trying to make anyone belive that he/she had it done ingame.

Anyway would be great if this could be done but it can't... :/

*lock (wannabe mod)
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Rhino
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Re: Telescopic Sight for Rifleman

Post by Rhino »

Cyrax-Sektor wrote:Well, KatieWolf informed she/he got carried away. I think the images were just examples of how it would look originally, so it'd be easier to understand what was wanted. :)
ye I dont think he was meaning to "fake" it just an example, but as he didn't state it ppl got confused :p

aint that hard to photoshop it btw, just get the M4 with M68, take 1 screenshot of the view, dont touch the mouse one bit, change to binocs then zoom in with them, take anouther SS, then you merge the zoomed binocs with the m68, or if you were able to request kits you take 1 shot with the m68, req a kit with m16 with acog, then use the acog and take anouther SS, then merge them.
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