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Re: Functional GL Sights

Posted: 2010-03-02 08:33
by motherdear
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 :D )

Re: Functional GL Sights

Posted: 2010-03-02 08:55
by amazing_retard
The FH2 guys are really excited, because now their PIAT can be more realistic :)
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Very good idea :)

Re: Functional GL Sights

Posted: 2010-03-02 09:18
by Rhino
[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 :D )[/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 :)
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Very good idea :) [/quote]

Yep, we can also use it on our L-AT weapons too ;)

Re: Functional GL Sights

Posted: 2010-03-02 10:04
by AgentMongoose
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 :p

Re: Functional GL Sights

Posted: 2010-03-02 13:02
by Celestial1
[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 :D )
America's Army 3, for one. But the difference is that those games suck in comparison.




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?

Re: Functional GL Sights

Posted: 2010-03-02 15:02
by sakils2
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.
If you were referring to this then no- it's made in BF2 engine.

Re: Functional GL Sights

Posted: 2010-03-02 17:20
by Mosquill
HardCandy wrote: Also, would a similar system work for sniper rifles, like the ones in Mosquills other videos?
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.

[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.

Re: Functional GL Sights

Posted: 2010-03-02 17:29
by Megagoth1702
What is the tracer bug?

Re: Functional GL Sights

Posted: 2010-03-02 17:31
by gazzthompson
Megagoth1702 wrote:What is the tracer bug?
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.

Re: Functional GL Sights

Posted: 2010-03-02 17:43
by Megagoth1702
I did not understand.

To apply ballistics the "ammo type" has to be tracer OR no-tracer?

Re: Functional GL Sights

Posted: 2010-03-02 17:52
by gazzthompson
Megagoth1702 wrote:I did not understand.

To apply ballistics the "ammo type" has to be tracer OR no-tracer?
correct , if i recall correctly :D .

Re: Functional GL Sights

Posted: 2010-03-02 17:57
by lucidrians
gazzthompson wrote:correct , if i recall correctly :D .
Do snipers use tracers in real life? I thought it would give away there position.

Re: Functional GL Sights

Posted: 2010-03-02 18:01
by gazzthompson
HardCandy wrote:Do snipers use tracers in real life? I thought it would give away there position.
not sure, probably not.

for my info on "tracer bug" :

https://www.realitymod.com/forum/f18-pr ... acers.html

Re: Functional GL Sights

Posted: 2010-03-02 18:04
by Nebsif
So those GL sights are possible in PR and one day we'll (probably) have them, but stabilization isnt?

Re: Functional GL Sights

Posted: 2010-03-02 18:07
by lucidrians
gazzthompson wrote:not sure, probably not.

for my info on "tracer bug" :

https://www.realitymod.com/forum/f18-pr ... acers.html
Ah, I understand now.

Re: Functional GL Sights

Posted: 2010-03-02 18:43
by Gosu-Rizzle
[R-DEV]Rhino wrote: Yep, we can also use it on our L-AT weapons too ;)
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?

Re: Functional GL Sights

Posted: 2010-03-02 20:55
by gazzthompson
Gosu-Rizzle wrote: But am i the only one thinking that having only the "free aiming" would fit PR best?
whys that?

Re: Functional GL Sights

Posted: 2010-03-02 21:31
by Gosu-Rizzle
gazzthompson wrote:whys that?
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.

Re: Functional GL Sights

Posted: 2010-03-02 21:37
by McBumLuv
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...

Re: Functional GL Sights

Posted: 2010-03-02 21:38
by AgentMongoose
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.
Agreed.