This is all really old news, you should keep tabs on the forums
Its not that much diffrent from PR's 3D scopes. The only real difference is that there is a slight digital zoom in the inner area of the scope, done via the shader. The problem with this type of zoom is its not real zoom, and if done too much just makes the image very pixely which is the last thing you want your sniper scope to look like.
Well for starters that isn't really weapon sway, the front sight is staying in the same place. Its done via the weapon animation and we have known this to be possible for a long time. The reason why we haven't done it is because if we did do it, all it is is fake weapon sway, which is the worst possible thing you can do, as your bullets still come out of the centre of your screen w/e, even if your weapon is pointing out way to the right, making it even harder and to hit your target much less realistic than deviation...
This is done in the same way we have done our UGL ranging in PR, just it has a invisible Q/T comm rose with the buttons on top of where the buttons are on the sight.
Bluedrake42 wrote:Physics for Barrels
A little fun with Dynamic Objects - Project Reality Forums
We have also known about them for much longer than before I did that, the CQB mod was the first mod I saw to make use of dynamic objects, but the big problem with them is they each require a networkable, which there is a limit of 1024 of them in a map, and when dest objects, vehicles and many other things each take up a networkable and we have in the past ran out of them, causing CTDs to servers, its not worth using them other than for the odd easter egg at most.
Bluedrake42 wrote:Also I'd just like to say what Mosquill has done in BF2142 for PR is also amazing...
I'd happily buy BF2142 to play PR, especially since its noCD now
If we moved to BF2142, we would first of all loose all of BF2s assets as you can not legally port stuff from one game to the other, and trust me people have tried in the past and have had there mods taken down as a result. So if we did, we would loose many weapons, vehicles, textures, etc etc but probably most importantly, we would loose the static objects which every single PR map uses vBF2 static objects, meaning every single PR map would have to be scrapped or reworked, and it wouldn't just be the statics when you consider things like terrain textures etc etc...
Then of course we would be moving to a game that most PR players don't have, isn't played much on its own (much, much less than BF2) and is pretty much the same, the move alone would most likely kill PR's player base for these reasons and for what, a few tiny little extras which tbh, we have been doing ok without for so many years? No thanks.
Bluedrake42 wrote:And on a more serious note why? Legitimate question. I'm sure there's a reason... I'd like to know.
There are plenty of reasons as to why this stuff hasn't be done, many of them I've answered above and you can find answers to them on the forums and some like the interactive sights, just aint worth the work when they are yes, neat features, but offer basically nothing to gameplay and when we are stretched as it is developing many more important things, can't afford to do this kinda work unless an outsider is willing to do them for us.
EDIT:
KaizerSosa81 wrote:The whole explanation about the decision not to port over to BF2142 was
already explained not so long ago actually. It would be such a vain effort otherwise.
damn missed your reply, would have saved me a bit re-explaining that part!
