All times are UTC




Post new topic Reply to topic  [ 185 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 13  Next
Author Message
 Post subject:
PostPosted: Fri Apr 15, 2011 11:16 am 
Offline
Sharp Shooter
Sharp Shooter

Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
Then I recant what I said, I didn't realize that you could get the sights to line up under freelook + lean. My bad.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Apr 15, 2011 3:34 pm 
Offline
Expert
Expert
User avatar

Joined: Wed Feb 03, 2010 6:36 pm
Posts: 128
Location: Finland
Yeah but that sight thing wasnt the point. it was that you could easily shoot at enemy when not in iron-sight if you could fire..

_________________
In-game nick: vi$


Top
 Profile  
 
 Post subject:
PostPosted: Fri Apr 15, 2011 3:45 pm 
Offline
Sharp Shooter
Sharp Shooter

Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
I to have been annoyed by that "feature" many times, oh well.

I mentioned this before, but I think making both the 4x24 scope and the ACOG be larger on screen would make them easier, better, and (most of all) more realistic. As far as I know most scopes (I don't know about ACOG) have an eye relief of 3-6 inches and on the M110 and M76 it looks like way way more. Anyone else have thoughts on this?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Apr 16, 2011 4:03 pm 
Offline
Expert
Expert
User avatar

Joined: Wed Feb 03, 2010 6:36 pm
Posts: 128
Location: Finland
you can pick up clips of pistols and primary weapons. what about picking up nades as well?

_________________
In-game nick: vi$


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 6:51 am 
Offline
Groove Six Studios
Groove Six Studios

Joined: Wed Apr 27, 2005 2:24 pm
Posts: 309
Quote:
As far as I know most scopes (I don't know about ACOG) have an eye relief of 3-6 inches and on the M110 and M76 it looks like way way more.


Yes, you are completely right about the eye relief and this is exactly why the scopes and ACOG look like they are in game now. Right now each scope occupies exactly the real field of view (calculated from diameter and recommended eye relief) if you are sitting in the right position in front of the screen (ingame fov meets actual viewing fov of the screen). This means you sit 10-15 inch away from a 24 inch 16:10 screen. From my RL Aimpoint I can confirm that the current scales are correct.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 9:00 am 
Offline
Master
Master
User avatar

Joined: Sun Apr 10, 2005 1:38 am
Posts: 357
And that is really cool!

:D


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 2:37 pm 
Offline
Sharp Shooter
Sharp Shooter

Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
That's great, I didn't realize you'd analyzed it the that extent. I guess its just different from what I'm used to looking at for games. Thinking about more careful now (I don't have a scope with me right now) it makes sense in is undoubtedly accurate, but when I am actually shooting it seems bigger because that's where I'm focusing and concentrating. Maybe a slight blur overlay on the rest of the screen could be used to simulate this effect?
I think I was expecting something that looked more like http://commons.wikimedia.org/wiki/File:Edit_4x_rifle_scope.jpg.
I just found that ACOG's can have eye relief of about 1.5", but I'm sure you knew this.
On another note, for the M110, in the menu, it says "Leupold 4x24". I believe the exact model usually used is the LR/T Mark 4 (at least that's the gist I got from pg12 of https://www2.leupold.com/resources/downloads/2011_Leupold%20Tactical%20Catalog.pdf, in case you want to add more information like the M76 has.
Also, in the escape menu the exit button still says "exit TC:E".


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 3:08 pm 
Offline
Groove Six Studios
Groove Six Studios

Joined: Wed Apr 27, 2005 2:24 pm
Posts: 309
Unfortunately blur and therefore depths of field effects are not possible with the stock ET engine. One other issue is that the view inside the scope can only be rendered to a rectangular area. Thus the scope model has to cover parts of this rectangular area. This limits the available width of the visible scope housing around the lens, which cannot be reduced any further.
The currently featured 1.5x24 ACOG (I know the model is the 4x one) has an eye relief of 3.6 inch. It'll be different with the 4x32 which has only 1.5 inch eye relief and occupies a much bigger fov.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 3:19 pm 
Offline
Master
Master

Joined: Fri Sep 29, 2006 1:13 pm
Posts: 262
Location: Slovenia
Coroner will u make also VIP mode ? i think it will be very pupolar
and i remember it was allready done for tce on old forum tcelite.net was link to google vid


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 3:51 pm 
Offline
Sharp Shooter
Sharp Shooter

Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
As far as the scope model all of those (and the rest of the rifle models) are excellent (comparable to http://commons.wikimedia.org/wiki/File:Scope_of_M-91.JPEG). You had said elsewhere that blur effects are impossible, but what about a light (high amount of alpha blending?) uniform overlay effect that would make everything outside of the scope view look slightly blurred? I guess you should just do what seems best to you and I'll be happy with it. The optics for the glass is fantastic. I'm really impressed by all you've done with this game and glad to be able to actually play it and give feedback, thanks.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 4:24 pm 
Offline
High Master
High Master
User avatar

Joined: Mon Jun 15, 2009 9:55 am
Posts: 565
Location: Under the hood.
Somekind of peeking option would be cool if there will be maps with doors.
:D

_________________
Image
C4 Corvette, love her till my death.
http://www.teamgonzo.net
http://www.cardomain.com/ride/3332770
http://www.youtube.com/user/GONZOUncleBionic


Top
 Profile  
 
 Post subject:
PostPosted: Sun Apr 17, 2011 5:40 pm 
Offline
Sharp Shooter
Sharp Shooter
User avatar

Joined: Sun Mar 26, 2006 9:39 pm
Posts: 56
Location: Vancouver USA
They are close but not exact! They need to be closer and not in the way of field vision.
Image
More like this...
Image

_________________
Image
Image


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 19, 2011 1:09 pm 
Offline
Master
Master
User avatar

Joined: Sun Apr 10, 2005 1:38 am
Posts: 357
I'd really like to see the radial leaning replaced wtih correct stance based leaning that does not have the ghetto FP weapon view kanting. As is it's a real eye sore both with respect to realism and in the context of all the other fine features CQB offers in terms of weapon handling, movement, and metrics.

Secondly, realistic assymetrical, mission based game modes; all the tried and true are a good place to start including: VIP Escort, Escape & Evasion, Rescue, Extraction, and (eye roller) even Demolition... Though it would be nice to see some more imagnitive realistic mission based play-modes as well..

Lastly, scale body armor as a play option; no professional military or law enforcement Operator (or pro/seasoned Criminal or Terrorist for that matter) is going confornt a lethal scenario, in an urban setting without it. What's more is it has a very positive effect on game-play in making sustained realistic gun fights, and gives the skill curve legs by encouraging Players to aim for smaller soft targets...

:idea:


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 19, 2011 1:43 pm 
Offline
Sharp Shooter
Sharp Shooter

Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
Great ideas hoak. What would be really cool (and impractical) is to have some of those modes you mentions be co-op (like R6: Lockdown?). The current leaning is odd, some amount when crouched and standing, pivot on at the hips, etc. I agree. I think if you implemented body-armor you'd have to do it sort of like R6: Vegas2 (I should stop talking about that game by now) does, with being able to choose what pieces to put on and each one effect the PPM (movement, turn speeds etc) differently. I guess a simpler way would be to do it like SWAT4 and three different levels of armor, I don't know which would be more "realistic" though...


Top
 Profile  
 
 Post subject:
PostPosted: Tue Apr 19, 2011 11:42 pm 
Offline
Sharp Shooter
Sharp Shooter
User avatar

Joined: Tue May 03, 2005 7:18 am
Posts: 54
hoak wrote:
Lastly, scale body armor as a play option; no professional military or law enforcement Operator (or pro/seasoned Criminal or Terrorist for that matter) is going confornt a lethal scenario, in an urban setting without it. What's more is it has a very positive effect on game-play in making sustained realistic gun fights, and gives the skill curve legs by encouraging Players to aim for smaller soft targets...

:idea:


I would like to see that as a perk - i.e. better armour. Also, it would be nice if it would affect how player moves - i.e. slower movement speed, jumping reduced, etc...

O

_________________
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 185 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 13  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Style created by © Matti, gry komputerowe, reklama sem reklama seo

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group