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s_Hole

fixed range nightvision

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Your got a pm about the config.

And the hint with the car was right.

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Very good idea but its too dark for me. Trying to set the brightness/contrast/gamma both in control panel and in arma, but i have to raise gamma in arma when using them. Might be the difference between monitors but theres no wrong with mine as everything else is very good contrast/brightness.

Anyone else experience this too dark? Awesome idea though as standard BIS makes you insane. banghead.gif

***EDIT: Downloaded the 169.44 Nvidia drivers and yanked the gamma/contrast up. Looks fine now! Thanks for a good addon. Stay away from May 3:d 3:00am though. Now that is dark.

Regards

Alex

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HAha ... great, its far too bright for me! I have Widescreen LCD and Calibrated for Photoshop / video in Control panel (nvidia 8800gts) ... and with the mod on the night vision is bright to the point that dirt tracks/areas with no grass blend with buildings ... thus cant see any enemy.

I have gamma, brighness contrast in-game perfect so black = black etc but NV is eye burner.

Shame really I wont be adjusting my daytime settings just for NV goggles ... so unless its darker ... I wont use it.

(but its damn good though).

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nice idea. liked the way light sources now no longer turn the NVG to pitch black..

do have issues with it being extremely overbright as others have mentioned.

ive also noticed that it turns itself off and on at random when i was playing coop mission earlier. ended up with around 6 instances of the "adjust NVG" command in the action menu as well.

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yes, i noticed this while testing aswell

it should not be used online at all at the moment

and not really offline either, other than for testing

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I think with it being mirrored people are going to assume its ready for both to be honest.

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yes, i should have made the WIP status clear from the start

sorry guys

any help is still appreciated

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Any time a new unit is created during the mission, it switches the nvgs off but leaves the action menu item in.

The fix is to modify init.sqf to look like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

////////////////////////////////////////

// CSL's Modification //

////////////////////////////////////////

sleep 1;

if (isNil "S_NVG_Initialised") then

{

S_NVG_Initialised = true;

////////////////////////////////////////

// End of CSL's Modification //

////////////////////////////////////////

private ["_S_NVG_on_delayed","_display"];

// settings

S_NVG_sensitivity = 1.8; // NV sensitivity setting (lower is brighter)

//--------------- code starts here... fiddle with the above

//S_NVG_depth = 0.1; // NV distance - apparently not required, and the whole effect is undesired.. i've commented everything to do with this out

//S_NVG_fog = 0; // NV distance, disabled

S_NVG_keyspressed = compile preprocessFile "\S_NVG\keypress.sqf";

_display = findDisplay 46;

_display displaySetEventHandler ["KeyDown","_this call S_NVG_keyspressed"];

S_NVG_on = false;

_S_NVG_on_delayed = false;

S_NVG_settingon = true;

while { true } do {

sleep 1; // loop delay.. shouldn't run more than necessary

if (S_NVG_on and !_S_NVG_on_delayed) then {

sleep 0.1;

player action ["NVGOGGLES", player];

if (S_NVG_settingon) then {

setAperture S_NVG_sensitivity;

};

cutText [" ","PLAIN"];

cutText [" ","BLACK IN",0.5];

_S_NVG_on_delayed = true;

};

if (!S_NVG_on and _S_NVG_on_delayed) then {

sleep 0.1;

cutText [" ","PLAIN"];

cutText [" ","BLACK IN",2];

player action ["NVGOGGLESOFF", player];

player action ["NVGOGGLESOFF", player];

_S_NVG_on_delayed = false;

};

};

////////////////////////////////////////

// CSL's Modification //

////////////////////////////////////////

};

////////////////////////////////////////

// End of CSL's Modification //

////////////////////////////////////////

The auto adjust enabled/disabled text are backwards.

You need to register a tag and make sure all Global variables use it.

BTW, my clan has tested it with the above fix in MP, and it works 100%.

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Excellent mod guys been waiting for this one for sometime myself,

but I have a problem with my NVG's shutting off, any ideas about this, sorry I'd help but I know nothing about coding.

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v0.4

ok, so i wasted two days trying to come up with an algorithm to reliably predict daylight

due to the complexity of the task at hand and the utter crappiness of arma sqf parser, i just gave up

instead i added keys to adjust the sensivity (PageUp and PageDown) and set it by default to 1.5 which is good for most nights

also, multiple action spam, vehicles, death and teamswitch should be fixed now

teamswitch leaves the action on the original character though as i couldn't reach it

but all major issues should be gone now

v0.4:

- no longer conflicts with GMJ_SightAdjustment nor SightAdjustment_AutoInit (many thanks to i0n0s)

- fixed issue where script ran for every npc, which was dumb

- vehicles should work properly now

- death, teamswitch and some other issues are addressed, but not foolproof

- added keys to change NV sensitivity (page up and page down)

plans for v0.5;

- multiplayer support?

 should probably be required for all

 if somebody tells me what is needed, i'll add it

 i don't play multiplayer so it is not a personal priority

<span style='color:grey'>- automatic adjustment by date and time</span> - do this if you want to.. the code i started is inside the .pbo

- is there anything else i should change or add?

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Thanks buddy - trying out now!

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Nice... (omg I won't type that name because when I spell it I can hear an INSULT!wink_o.gif Finally someone repaired this (bug?bad work?) of BIS. Good job.

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a pvs 22 has a generation2+ night vision device?

a game base nvg has generation 3 its actualy night vision employed by the law enforcement a pvs 7.

a pvs 22 has best no? in you picture its gneration2+ render effect if its you project create one generation2+ device very good job. the sensitivity create all generation device effect notworthy.gif

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Nice addon. Is it possible to combine this with the True NVGs so you would have the best of both addons?

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plans for v0.5;

- is there anything else i should change or add?

can i add some sugesstion?

could you think about add to all light sources (cars headlights, street lamps, traccer) some halo with sizes depending on light's force?huh.gif?[]

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Quote[/b] ]Nice addon. Is it possible to combine this with the True NVGs so you would have the best of both addons?

yes, i use it, and prefer it over the awfully limited bis one

Quote[/b] ]could you think about add to all light sources (cars headlights, street lamps, traccer) some halo with sizes depending on light's force?

possibly, but it would be silly as i couldn't make the light they cast glow like that

which would make it look horribly fake

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Very coold addons, at least i can drive/fly by nights without any problems.

The NVG aren't affected by the cockpit light anymore, i don't know if it's more "realist" but at least it's better for playing a game tounge2.gif

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Well after coming back from initial release its moved along nicely, pretty much a mainstay mod now biggrin_o.gif

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