True Scale 29

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ecale3

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well there is also the effect of the scope/telefoto lens to think about, slight movements of you hands and the lens will appear exaggerated due to the fact you are focused on a smaller area. That isn't the greatest explanation but its the best i can do. Basicly even if you have the weapon steadier with the scope you may still percieve the movement to be greater, thereby making it seem like you aren't as focused.
 

Beppo

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Ok, I made a CoD aim view mutator last night that affects all weapons (even P90 and MP5+Aimpoint) but not the scopes and ACOGs. It 'zooms in' at the time you aim your weapon and 'zooms out' when you lower it again. Nice effect and all but the general feel of firing aimed is way different than the original aim view now of course. I will let it run thru our team and beta guys to check out if they like this or not.
... sorry if some consider this hijacking...

some screenshots below with and without AimView...
(just to make sure... these shots are from my AimView tests... not from TrueScale)
 

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FieldMedic

Less good UT Player ever
Aug 30, 2001
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Exactly the mutator i am looking for , for my offline games !

Great job Beppo
icon14.gif

I hope you will release it.
 

geogob

Koohii o nomimasu ka?
[C22]-SpOOky said:
Yeah .. Looks nice :)
I will keep my fingers crossed it gets released :)

That is so nice. I can't wait to try it *wink*

With all due respect, I think that this way is much more *realistic* then beeing able to "zoom" all the time. It's more a "concentration" effect then a "zoom" effect. But this is how I see it. But, I get that toad's intend was different (inspired from IL2) and is also of interest.

And no, it isn't hijacking unless you strictly refuse to collaborate and share your work with those who originally where working on it. IMHO,toad should be allowed to try it too... but that's just me again.
 

Crowze

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I agree with ECale3 and geogob (I think you're both trying to say the same thing). The zoom feature should only be used when you're controling your breathing, kind of like the Thief bow zoom.

Looks like there'll be 3 different mutators floating around that do sort of the same thing then ;).
 

Da_Blade

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I like it very much. I've always felt that when you look through your sights you should be looking through your sights, not be aiming at nothing while your eyes wonder around the screen looking at different points where you axpect enemies, your weapon should follow while you do that.

Only drawback of this mutie is that your irons cover more of the screen, and thus more people might revert to acogs. I think with this you should make the acog zoom in more and make the circle in which you see smaller (slightly bigger then rav2's circle of the rc50 and psg)
 

DEFkon

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Beppo said:
and the last series of screenshots below with and without AimView...
(just to make sure... these shots are from my AimView tests... not from TrueScale)


Looks good, my key suggestions.

1. set the "zoom" feature to enable when holding your breath, or something similar. I wouldn't want the zoom to be permanently on while aiming with ironsights as it wouldn't mix well with CQB.

2. If you'd like to get fancy, you might want to consider giving each weapon class a set level of magnification. Pistol, Shotgun, SMG, Rifle, ect ect. That way people wont try and go sniping with a pistol. Blame it on "sight radius" or game balance or something. heh

3. If you want to be EVEN fancier, you could even try working in some kinda of movement punishment. Walking might force the screen to zoom out by 10-15%, till the person stoped moving and it' would roll back to full zoom for example. Jogging would be an even bigger reduction, and running would set it back to 0% zoom. I think that kinda makes sence since when i walking i tend to "loose focus" on aiming (my camera) because your paying more and more attention to your footwork.

Just my 2 cents.
 

Beppo

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Well if you bind the 'zooming' to the breath control then it will only work while standning, kneeling or lying prone. I too find it annoying to have the zoom effect to be present in CQB or while moving around slowly with your weapon aimed. It somehow feels off then cause you do not have enough 'free' space around your weapon anymore to effectivly skim the distance. So to zoom in only while controlling your breath could be a nice way for this cause it feels a bit off if it is always on while using the gun aimed.
Oh and every weapon can have its own aimFOV of course if needed, nothing too fancy :)
 

-Freshmeat

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/me worships the ground Beppo walks on. This is exactly what I want for Christmas - or even better, now ;)

Will you make an adjustable or fixed angle zoom? I'd very much like a 60°, to match my True Combat habits.

-Freshmeat
 

TOAD

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Hey I'm glad that Beppo is thinking of implementing this FOV shifting madness, his way is different but that's what some of you prefer. I've played True Combat a year or two ago and found the automatic FOV shift when aimed in quite annoying since most of the maps they had was CQB type.
 

zeep

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Beppo said:
Well if you bind the 'zooming' to the breath control then it will only work while standning, kneeling or lying prone. I too find it annoying to have the zoom effect to be present in CQB or while moving around slowly with your weapon aimed. It somehow feels off then cause you do not have enough 'free' space around your weapon anymore to effectivly skim the distance. So to zoom in only while controlling your breath could be a nice way for this cause it feels a bit off if it is always on while using the gun aimed.
Oh and every weapon can have its own aimFOV of course if needed, nothing too fancy :)
i just ninja-ed in and this sounds great :)
beppo, you're really dedicated.
 

TOAD

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Features/Tweaks:

1) Optional 45-90 degree FOV mode configurable through ini
2) New weapon bob system
3) Scope tweaks
4) Ballistic tweaks
5) Integrated rolling nade
6) Ricochet Tweaks
7) Adjust gravity to Earth's setting
8) Tweaked jump/climb system
9) Falling damage/effect tweaks
10) Speed reduction when moving up hill
11) Minor stamina tweak
 

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DarkBls

Inf Ex-admin
Mar 5, 2000
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I love everyone which make my Infiltration more real !
But it would be best to do what beppo asked. A new game type ?
 
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Gnam

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Yes, please.
I'm going to ignore all the bickering that's been going on up to now in this thread and just post my thoughts about the mutator...

If you ask me, this mutator was long overdue. There's no way a monitor can properly simulate real life vision using a static FOV. If you only use a 90-180 FOV everything is just too damn small. If you only use a 45-60 FOV then you have no peripheal vision. Toggling between a wide FOV and a focused FOV is the perfect compromise, IMO. Neither one is 100% accurate, but with the ability to toggle both you can exchange the percentage of the whole you don't need for that which you do need at a given time.

My main criticism is that I think there needs to be a smoother transition between the 2 FOV's. I'm not sure exactly how to do this, but the way the FOV switch is implemented now, it doesn't feel like a natural function of the human eye focusing or unfocusing, it feels like sticking your eye up to a scope. I suppose a simple way to help this would be to make the transition more gradual.

I also think the view bob is excessive in the small FOV mode. It makes me sick, literally, if I use it for too long. Usually, I just switch it on when making long range shots from stationary positions, and then I switch it off immediately when I'm going to move. I feel like some old fart trying to play Doom for the first time or something, but I can't help it. The massive view bob makes me nauseous. I think it also is worsened if I end up switching back and forth between the 2 FOVs rapidly over a short period of time. This would probably be less of an issue with the "gradual transition" I mentioned before.

This is probably not possible in the UT engine, but I think on another engine a blurring or cross-fading effect durring the transition would help as well.

OK, next problem. Scopes are now useless, switching to 45 FOV gives you the same magnification as an ACOG. This makes no sense since looking through a scope should reduce and focus your FOV beyond what you would allready see from looking closely over the barrel of your gun. I'm not sure of the technical specifications of the scopes, but I would day the scopes need to all be magnified further.

Final issue with FOV is key bindings. I always get annoyed if I suggest a new command and people say "no, my keyboard is allready full" but in some respects I have to agree on this instance. This is less of an issue with some commands because you don't need immediate access to them, they're not high priority. For example a 'check mag' command doesn't need to be right near your WASD keys cause you're not going to be checking your mag in the heat of battle anyway (unless you want to do). This does need instant access as it simulated an automatic function of eye sight and is likely to be used in tandem with aiming, leaning out of cover, shooting, running etc.

Right now I have it bound to middle mouse which isn't too much of a problem (although I need to take my index finger off the fire key to activate it, which I don't like) but not everyone may have my preference (and if I end up accidentally hitting my scroll wheel up and down and changing weapons in the process I will be pissed). It might be good to have an option to change toggle FOV's simultaneously with breath holding/aiming (like Beppo's Aimview) to simplify key binds. I'm not suggesting this as mandatory though because the option is important. Being able to have seperate 'hold' and 'toggle' functions might be handy as well. This feature should be flexible. Now I'm just nitpicking though.

OK, now for the final final thing. I think the FOV-toggling features should be seperate from the ballistics/movement/damage/etc tweaks. They address two seperate issues and require 2 seperate mutators. Not everyone who wants the mutator for the FOV features will like the tweaks, and not everyone who wants the tweaks will want the FOV features.

As for the gametypes thing, that's an issue of internet/PR politics and not of my concern. Whether you decide to keep it a mutator or make it a series of gametypes does not affect the actual content or features, and I'm not going to get involved.

Anyway Toad, despite my criticisms your mutator's really cool, and I'm glad someone did it. I'm interested to see how this idea develops over time.
 
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TOAD

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My new bob system only effects the aimed mode, smaller FOV exagerates the normal bobbing.

Scopes are not useless... 45 FOV is close to ACOG's zoom in regular INF, but TS treats 45 FOV as 1x (by default) so ACOG will have a 4x effect from whatever you set the gunsight FOV to.

Anyway I'm not working on TS or planning to work on it any time soon because I don't really play INF any more.

P.S. There had been 2 releases on TS, the one in my sig is the older ver which I need to update. The later version is attached to one of my previous post.
 

NTKB

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TOAD said:
My new bob system only effects the aimed mode, smaller FOV exagerates the normal bobbing.

Scopes are not useless... 45 FOV is close to ACOG's zoom in regular INF, but TS treats 45 FOV as 1x (by default) so ACOG will have a 4x effect from whatever you set the gunsight FOV to.

Anyway I'm not working on TS or planning to work on it any time soon because I don't really play INF any more.

P.S. There had been 2 releases on TS, the one in my sig is the older ver which I need to update. The later version is attached to one of my previous post.

Damn TOAD I hope you not playing INF anymore doesnt have to do with the way the community delt with your mod :(