ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
How to check whether weapon has built-in scope

« Previous 10 events | 1 2 3 4 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Oldest Up Sort by Ascending
  22:44:16  8 February 2012
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Wait, did you just mention that you're working on adding nightvision scopes?
---END QUOTATION---



I made some video demonstrating the effect:

http://www.moddb.com/mods/dynamic-shaders/videos
  20:37:38  8 February 2012
profilee-mailreply Message URLTo the Top
FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
http://www.gamebanana.com/cscz/skins/103880

I think we have that in Smp 2.5 at least something close. Models with actual night scopes additions are fairly rare.
---END QUOTATION---



This might be a little much for me to ask, but, can I have them?

I'm working on drawing the proper reticles for these types of scopes as well.
  01:04:40  7 February 2012
profilee-mailreply Message URLTo the Top
Nuor
Senior Resident
 

 
On forum: 03/10/2009
Messages: 735

---QUOTATION---
http://www.gamebanana.com/cscz/skins/103880
---END QUOTATION---



I think we have that in Smp 2.5 at least something close. Models with actual night scopes additions are fairly rare.
  00:10:19  7 February 2012
profilee-mailreply Message URLTo the Top
FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
Wait, did you just mention that you're working on adding nightvision scopes?

Actually I've already done it

Will be part of version 1.1 of my Dynamic Shaders mod. I'm just trying to fix some issues and do some optimizations before I can upload...
---END QUOTATION---



I can see that. I wonder if I could get someone to port the 1PN58 and 1PN51 models from this mod to SoC. Although I don't suppose that's in your area of expertise.

http://www.gamebanana.com/cscz/skins/103880
  23:51:11  5 February 2012
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
I just used an expanded set of ppe's.

It's triggered by checking conditions and can attach to a limited set of weapons as determined by ltx entry. It also makes use of a battery.

I haven't released it as I have it buried in the SMP2.5 along with a bunch of other new mods. I'm expecting the beta for that will be out soon. I've played with it for quite some time now and it seems to work fine.
---END QUOTATION---



I had started with ppe's as well, and first I was satisfied. Then I noticed that a shader-based approach gives more options on what's possible to implement, first of all, only processing the screen center while leaving the peripheral screen area untouched
  23:09:48  5 February 2012
profilee-mailreply Message URLTo the Top
Nuor
Senior Resident
 

 
On forum: 03/10/2009
Messages: 735

---QUOTATION---
I created one a couple of years ago.

Oh really? Interesting. Could you provide a link? Did you use ppe's or shaders?


---END QUOTATION---



I just used an expanded set of ppe's.

It's triggered by checking conditions and can attach to a limited set of weapons as determined by ltx entry. It also makes use of a battery.

I haven't released it as I have it buried in the SMP2.5 along with a bunch of other new mods. I'm expecting the beta for that will be out soon. I've played with it for quite some time now and it seems to work fine.
  22:31:14  5 February 2012
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
I created one a couple of years ago.
---END QUOTATION---



Oh really? Interesting. Could you provide a link? Did you use ppe's or shaders?


---QUOTATION---
I't will be interesting to see what route you took.
---END QUOTATION---



Fairly easy one (but fairly powerful as well, if you ask me). You'll see soon
  22:20:08  5 February 2012
profilee-mailreply Message URLTo the Top
Nuor
Senior Resident
 

 
On forum: 03/10/2009
Messages: 735

---QUOTATION---
Wait, did you just mention that you're working on adding nightvision scopes?

Actually I've already done it

Will be part of version 1.1 of my Dynamic Shaders mod. I'm just trying to fix some issues and do some optimizations before I can upload...
---END QUOTATION---



I created one a couple of years ago. I't will be interesting to see what route you took.
  18:39:54  5 February 2012
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Wait, did you just mention that you're working on adding nightvision scopes?
---END QUOTATION---



Actually I've already done it

Will be part of version 1.1 of my Dynamic Shaders mod. I'm just trying to fix some issues and do some optimizations before I can upload...
  01:49:55  5 February 2012
profilee-mailreply Message URLTo the Top
FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
My script controls some shader settings. For activating my nightvision scopes on-demand I need to know two things: First, if the player currently uses the scope, i.e. is in zoom/aim mode. That one I already got. And second, if the player's current weapon has a scope or not. That's what I'm looking for.
---END QUOTATION---



Wait, did you just mention that you're working on adding nightvision scopes?
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.