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SKS

Posted: 2008-04-12 01:38
by Deadmonkiefart
The SKS front sights look off center. They are pointing a bit to the right and it is really annoying to look at. I'd like to ask if anybody else has had this problem, just in case it is my graphics settings.

In addition, I was wondering if the Devs. had considered adding a bayonet to the SKS to replace the knife. The majority of SKS's have an nondetachable bayonet that you can flip out. I am aware that this has probably been mentioned before, but I figured that nobody would mind if I added this suggestion.

Posted: 2008-04-12 02:33
by Cyrax-Sektor
Hey, Dead, nice playing with ya on the battlarena server few days back. :)

I noticed this too, when I had everything on Low at 800x600. With a brand spanking-new kick-butt laptop, everything on Medium and 1280x1024, the sights are still off. They're too far right, when the path the bullet goes is actually in the center of the screen.

One way to check is hold up the sights, let your aim settle and press 'Q' to bring up the comm. rose. The first 'T' in the Spotted is about the exact center. I like to bring it up to line up my shot, as weapons in vanilla were way off!

I believe bayonets are a bit of bugger to make. Everyone wants sharp pointy objects on the ends of our guns, but I heard it'd need a new weapon slot and animations for first person and third person view.

Posted: 2008-04-12 02:42
by Deadmonkiefart
It was nice to finally get to play PR for the first time in months. I had been having some computer issues and I finally reformatted. I remember playing with you, but I can't remember if we ended up winning or losing that last game...

Thanks for the tip. That should help until they get a chance to fix it.

Well, the bayonet would replace the knife slot. It would really just be a knife with a slightly longer range. You'd know what I meant if you played FH2.

Posted: 2008-04-12 02:48
by DavidP
You say you have'nt played pr in months? Funny last week i was in a squad with you as insurgent.

Posted: 2008-04-12 02:59
by Deadmonkiefart
Until then I hadn't played in months. I use "first time" loosely. This past week was the first in months.

Posted: 2008-04-12 03:06
by gclark03
I heard something recently about using the unique code of C4 - the only weapon with two distinct animations/effects - to modify other weapons. Maybe this could be used to add a thrust animation and knife effect to a bayonet-equipped rifle, instead of taking up another precious slot.

Posted: 2008-04-12 03:24
by Deadmonkiefart
gclark03 wrote:I heard something recently about using the unique code of C4 - the only weapon with two distinct animations/effects - to modify other weapons. Maybe this could be used to add a thrust animation and knife effect to a bayonet-equipped rifle, instead of taking up another precious slot.
The FH2 team managed it. I don't see why the PR team couldn't.

Posted: 2008-04-12 11:24
by Darktrooper
Deadmonkiefart wrote:The FH2 team managed it. I don't see why the PR team couldn't.
Because they have animators, and we lack animators.

:)

Posted: 2008-04-12 20:24
by gclark03
They're not even cooperative enough to lend us some animations? What kind of work is involved in doing a bayonet thrust animation for another mod?

Posted: 2008-04-12 20:39
by agentscar
I haven't really noticed this,but oh well...

Posted: 2008-04-12 20:52
by Expendable Grunt
I was hoping that 3D sights guy would get his stuff approved but apparently the devs didn't get to him on it, so he scrapped the idea.

Posted: 2008-04-12 21:34
by agentscar
No they got to him on it,but they basically rejected it...From what I remember of that thread.