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Posted: 2007-12-27 06:41
by VipersGhost
Sadist_Cain wrote:Hell yes + 1 :P


FH2 suppression makes you want to lie down and hide (suppression's job) whilest it sounds like the 0.7 aim deviation will just make it harder for support gunners to aim while a rifleman with barely blurred vision spots the support and shoots
It'd be nice if we could get something similar but toned down.

Posted: 2007-12-27 06:44
by BloodBane611
As long as incoming fire affects deviation it could be quite effective. Lets say a bullet hits within 3 feet of your position your deviation goes to full for .5 seconds, and then drops to some number that doesn't matter at all for this scenario. If an MG gunner is suppressing your position then he should easily be able to keep you suppressed. I don't know that this is possible, but just blurring someone's sight is a poor way of replicating this.

I mostly suggest this because I hate all the blur effects in FH2. Mostly I have spent far too much time unwounded by an explosion or a single bullet from a bolt action rifle (not an effective suppressing weapon) and decided it is just annoying, and that there must be a better way to solve the problem.

Posted: 2007-12-27 06:49
by Soulja
I don't want them as extreme as FH2 because it would piss a lot of people off because of the fact you can keep a constant stream of rounds going in PR unlike FH2. Now I do love the FH2 suppression, I was playing earlier and a guy with a MG34 was keeping my whole squad pinned and we had to lob grenades and flank him to win because we couldn't fire accurately at him. THAT IS WHAT IT SHOULD BE LIKE!

Posted: 2007-12-27 13:21
by gazzthompson
can i get a DEV response please ??

Posted: 2007-12-27 16:14
by 77SiCaRiO77
BloodBane611 wrote: I mostly suggest this because I hate all the blur effects in FH2. Mostly I have spent far too much time unwounded by an explosion or a single bullet from a bolt action rifle (not an effective suppressing weapon) and decided it is just annoying, and that there must be a better way to solve the problem.
bolt action rifles dont give the blur effect :rolleyes:

Posted: 2007-12-27 20:18
by gazzthompson
DEV's ?

Posted: 2007-12-28 13:42
by gazzthompson
if any 1 has a DEV on there x-fire hit em up about this thread, it seems to have overwhelming support from players.

the end product is realistic(suppression), the means of getting there(heavy blur effect)... not so, but it needs to be done its the ONLY way to get suppression to work and will improve gameplay , ALOT!

Posted: 2007-12-28 21:31
by jodonnell
Hi, I'm the FH2 artist who wrote these effects. Thanks for the compliments in this thread :) Moreover, thanks to the smart devs at PR for coming up with the idea of the near-death effect by using a soldier damage state + tear gas emitter...brilliant! When we saw how you did that, I had to try something similar. So, clever work there PR coders :)

Anyhow, the effects in FH2 are DX9 shaders, written in HLSL (High Level Shading Language.) HLSL is very close to C-style syntax, but it has some of it's own unique elements (special vector datatypes like float4, for holding RGBA value; variable semantics and some other things.) If you understand C++ coding, you can pick up some basic stuff in HLSL very easily.

If you have FH2 installed, look in mods/fh2/shaders_client.zip . The stuff you want to see is in PostProduction_nv3x.fx (.fx files are for HLSL code, just like .cpp files.) Look for the function psDx9_Tinnitus . This is the pixel shader for the BF2 tinnitus effect. I re-wrote it to use a more powerful box-filter blur, plus it now desaturates the corners of the screen. You can also look up the function ps_WaveDistortion . This is the pixel shader for the tear gas effect, which we both use for a near-death effect. Again, I re-wrote this, this time changing it to mildly blur the screen, desaturate most of the screen, and tint the corners red. Even if you don't know HLSL, if you have a good working knowledge of a C-style language I'm sure you can get a feel for what I'm doing in it.

If you want to learn more about learning HLSL coding, I recommend you download ATi Rendermonkey, which is a useful API for programming and prototyping shaders. I also recommend Shaders for Game Programmers and Artists, by Sebastian St-Laurent. It has a lot of errors in the text, but it is otherwise very useful and a great introduction to the language.

FH2 gets custom shaders to work by using a shell application. The FH2 shortcut doesn't launch BF2.exe, but rather, FH2.exe . FH2.exe mucks around a bit, by renaming C:\Documents and Settings\*******\My Documents\Battlefield 2\mods\bf2 to bf2.tmp . This is where BF2 caches its permutated, or compiled, shaders. It also renames mods\bf2
shaders_client.zip, and temporarily moves mods2\fh2\shaders_client.zip there in it's place. Thus, BF2 is forced to re-permutate (compile) it's shaders, and it does so by using mods\bf2\shaders_client.zip (which has been temporarily replaced by the FH2 zip.) Thus, you get custom shaders (like the sepia menu, suppression, and near-death effect, plus sharper texture filtering on staticmeshes) when you run FH2. After FH2.exe closes (which is after the termination of BF2.exe,) it moves everything back to it's rightful place, and renames C:\Documents and Settings\*******\My Documents\Battlefield 2\mods\bf2 (i.e. the temporary FH2 shader cache) to
FH2. If PR were to code a similar shell application, you could have custom shaders too (and potentially you could get your mod tracked by XFire, as I am lobbying for FH2 at the moment ;) )

If you want to play PR with FH2 shaders, you should be able to by running FH2.exe once, and then going to C:\Documents and Settings\*******\My Documents\Battlefield 2\mods\ , backing up \BF2 , and renaming \FH2 to \BF2. This may cause issues with Punkbuster, so bear that in mind if you run into problems. Use at your own risk (but it should be easily fixable by just restoring the backup \BF2 folder in that directory.)

If PR devs would like to talk to me about this more, just PM me. :) Great work on your mod, and good luck in the MotY this year! Maybe this year we can get 3 BF2 mods in the top 3! :D

Posted: 2007-12-28 22:26
by Jaymz
Jondonnell, cheers for that lovely post mate. It's a pleasure having a chap from another great BF2 mod helping out.

Posted: 2007-12-28 22:33
by Spearhead
Great feedback there. I guess our coders should be interested in these possibilities. It also explains some of the experiences that PR players have after crashing out of FH2.

I posted a link to your post inside our dev section and guess someone will get in touch soon if there are any questions coming up. Thank you for your help and good luck with establishing FH2.

Posted: 2007-12-28 23:32
by gazzthompson
sweet, thanks jodonnell the effects are brilliant, one of the ONLY games i can think of where suppression works.