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Rg

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Posts posted by Rg


  1. Interesting. I knew this was a problem a while ago and I fixed it, but I play at 1024x768, so maybe that is the only resolution that it works on. I will check this out and fix it asap.

    Let me know if there are any other "bugs" like that one, before I release either a new version or hotfix.

    I will also be releasing the 2 mods that are TrueView cut in half (Headmovement / Fov) soon.

    Thanks,


  2. Very nice mod, but I don't like that you shrunk the large gps view (when you hold instead of toggle) - I think it was more useful originally.

    The reason I shrunk it was because who has a gps that is basically 17" diagonal? If it's that big by default, why not just bring up your map? I made it closer to real life size when you hold the gps button down.

    Makake,

    I might make more adjustments for that. I like it as is, but I can see what you are talking about. I have an idea of keeping it small and making it easier to distinguish who is who, but it will take a lot of time on my part.


  3. As far as an update. I am working on separating the two main features in TrueView (headmovement and fov adjustments).

    I will create a HeadMovement only mod (head freedom in TrueView) for those that want the headmovement freedom, but like default BIS FOV values.

    I am thinking about making a separate FOV mod, but a HeadMovement mod should solve quick issues for people that want the super rifle zoom.


  4. yea. second that. great addition. but some info gets missing. Despite aiming for more realism: I would assume that a soldier actually knows how many grenades or mags he carries with him (without checking your gear every time icon_rolleyes.gif ). Maybe make some nice semitransparent symbols for mags/grenades/m136 on top with amount. No need for bullet count, but I miss this. Also check into vehicle displays: shilka/vulcan maybe still should display the amount of ammo left (maybe not, but at least some kind of display bar?). Vehicles/aircraft with missiles definetly should display the amount of missiles left (this maybe even for bullets, if checked electronically with onboard-systems. But I really don't know enough that). This is true for vehicles firing shells, too. And: check into the display of a tank's commanding officer. The name of the player/profile is stuck in the left middle of the screen. That's still somehow annoying. Maybe skip it at all or move it to top below the stats. Otherwise VERY NICE addon. IMO this enhances gamplay a lot. smile_o.gif

    Thanks for your input. You did find a bug regarding some vehicles (shilka/vulcan/brdm ammo/mag count). I fixed this and updated my first post with a hotfix (just replace the TrueInGameUI.pbo with the newest one, or download the mod in its entirety again).

    As for mag count for infantry, I like it as is, where you should know how many mags/grenades you have from the beginning and if in doubt, check your gear. It only takes a few seconds and is probably close to the same time it requires you to look at/feel your belt/vest to figure out how much you have. Also, if I come across a way to edit the names when in armor, I will possibly cut or adjust this.

    =- @ July 27 2007,17:31)]very nice mods, but TrueView is a big disadvantage still when playing multiplayer.

    It’s a shame that there was as much zoom applied to the rifles in the game to begin with. If there wasn’t people wouldn’t be complaining. But BIS gave the rifles an extra zoom ability, which makes everything inconsistent. I basically use default BIS zoom for EVERYTHING, so that if you are using your virtual eye, it is consistent along the board. I just don’t give you that extra rifle zoom ability. They chose that non-weapon/human eye default zoom and it turns out it seems to be pretty accurate in my eyes.

    If you mainly play online against other players and don’t like the slight zoom disadvantage, then simply don’t use it. Sorry, but I can’t cater to everybody.


  5. -------------

    <span style='font-size:12pt;line-height:100%'>UPDATE</span><span style='font-size:10pt;line-height:100%'>- If you already installed this mod, there is a **HOTFIX** for TrueInGameUI. If you haven't downloaded this mod yet, the download links are updated with the hotfix included.</span>

    -------------

    TrueMods is a combination of various mods that make the game more immersive, polished, sim-like, less "arcady", ect...

    These are personal changes that I wanted to do for a long time

    and I have a feeling others will appreciate some of these changes as well, but like usual, it is not for everybody.

    ***NOTE*** If you want to pick and choose which mod you want to run, just drag the unwanted pbo's into the "Disabled PBO's" folder. This way if you ever want to give it a try/again, you have them stored there safely.

    <span style='font-size:12pt;line-height:100%'>*TrueMods Feature List*</span>

    Quote[/b] ]

    --------------------------------------------------------------

    ///// TrueMods \\\\\

    --------------------------------------------------------------

    TrueView v1.1

    --------------

    *NOTE* People who have TrueView v1.0, DELETE the folder completely, because v1.1 is only an addon pbo (no bin.pbo)

    - New Responsive, Smooth, & Consistent FOV / Zoom Settings.

    - Realistic Head Movement Freedom.

    - Unlocked Gunner Views and TurnOut Views.

    CHANGE LOG

    - Fixed the optic issues with the BMP-2, T72, and Shilka.

    - Fixed M16A4 zoom bug on grenade launcher.

    - Made TrueView an AddOn PBO only. It no longer needs Bin.pbo to work, which allows more compatibility with other addons/mods.

    TrueInGameUI v1.0

    ---------------------

    - Less intrusive/distracting/arcadish InGameUI.

    - No more green background InGame HUD.

    - No more arcade action icons in the center of your screen.

    - Smaller and semi-transparent text for on screen elements.

    - Smaller command system and action menu.

    - Smaller and better position for GPS (toggle on places it on your front panel/dash).

    - Bigger compass for easier direction reading.

    - More transparent radar hud when in some vehicles.

    - Changed the size, position, and transparency of the chat when InGame.

    - No more armor value meter (fuel, speed, and altitude still there but different position).

    - No visable ammo count for handheld weapons (count your ammo or hear the click).

    TrueMovementSound v1.0

    ------------------------------

    - Added dynamics to movement sounds to all surfaces (Walk is softest, Jog is louder, and Sprint is loudest). The softer walk now gives you a sense of caution and stealth.

    - Other various movement sounds adjusted (crawl, climb, get up, get down, ect...)

    - Rain and breath volume lowered to match these new volume levels.

    TrueCrosshairCadet v1.0

    -----------------------------

    - Changed all weapon crosshairs to a four-dot less precise/general aim system.

    - Changed grenade aim system to allow for easier aim.

    - Made crosshairs and cursors semi-transparent.

    TrueCrosshairVeteran v1.0

    -------------------------------

    - Disabled all weapon crosshairs except grenade system, lock-on system, and air aiming system.

    - Changed grenade aiming system to allow for easier aim.

    - Disabled target box, but kept the lock-on ability although changing it to a circle.

    - Made crosshairs and cursors semi-transparent.

    <span style='font-size:12pt;line-height:100%'>*DOWNLOAD LINKS*</span>

    Quote[/b] ]

    This download is only 22kb

    <span style='font-size:10pt;line-height:100%'>Updated with the hotfix below</span>

    - ArmAholic

    - FileFront

    - RapidShare

    <span style='font-size:10pt;line-height:100%'>**HOTFIX** for TrueInGameUI</span> - Fixes ammo/mag count issues for certain vehicles.

    INSTALL - Just replace the old TrueInGameUI.pbo, with the new.

    - RapidShare

    <span style='font-size:12pt;line-height:100%'>*ReadME*</span>

    Quote[/b] ]

    --------------------------------------------------------------

    ///// TrueMods \\\\\

    --------------------------------------------------------------

    Armed Assault Modification

    INCLUDES

    -----------

    - TrueView v1.1

    - TrueInGameUI v1.0

    - TrueMovementSound v1.0

    - TrueCrosshairCadet v1.0 (Will run on startup)

    - TrueCrosshairVeteran v1.0 (Optional, read ***NOTE*** under INSTALLATION)

    ***NOTE*** If you don't want to run 1 or more of these mods, simply drag the unwanted _.pbo to the "Disabled PBO's" folder. If you later want to enable it, simply drag it back out.

    REQUIREMENTS

    ------------

    Armed Assault: Version 1.08

    ***I cannot guarantee it will work on an older version then 1.08***

    INSTALLATION

    ------------

    1) Drag \ copy \ extract the folder "@TrueView" to your ArmA directory

    (ex. C:Program Files \ ArmA \ "@TrueMods")

    - Then either....

    1) Create a shortcut for the ArmA executable with the following command line: -mod=@TrueMods

    OR

    2) Download Kegety's Launcher v1.11 and just add the folder name "@TrueMods" to "Options > Mods > Mod Directory Name". Then save and check the box to enable the mod on the right hand side.

    ( http://www.kegetys.net/dl.php/armalauncher111.zip )

    - Wallah, your done, now go play!

    ***NOTE*** If you want to play with the"TrueCrosshairVeteran.pbo", just swap "TrueCrosshairCadet.pbo" with "TrueCrosshairVeteran.pbo" (It is in the folder "TrueCrosshair Optional-Backup" folder inside the AddOns folder.

    CREDITS

    --------------

    Thanks to Durg for beta testing.

    LICENSE

    --------------

    You are free to distribute TrueMods as long as they are the original and unmodified addons.

    Do not modify and distribute parts of TrueMods without my permission.

    You can reach me at the BIS forums (rg7621)

    http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi

    LAST WORDS

    -------------

    I hope you enjoy these changes as much as I do!

    ©2007 Rg


  6. This has been discussed before and yes I think you should be able to reload at least when walking (I don't see running and reloading as very possible to do in RL). Reloading on the move only when walking at least allows you to get out of harms way if something happens while going through the reload process. You should not be completely locked into place while reloading. Of course an animation cancel would also be great.


  7. Something I noticed playing with this some more:

    In normal zoom mode as a person, you can easilly see straight behind you and even a little more than that. Looking at it and what I can see IRL, it's about right when you take into account what I can clearly see with my peripheral vision, assuming I'm willing to pivot my shoulders a little for the look behind. But, if zoomed out mode is supposed to be peripheral, shouldn't that only be possible when using zoomed out mode?

    It's just a small argument in favor of a *slightly* smaller horizontal FOV, although counter arguments are something I would be greatly interested in wink_o.gif.

    I hear you on that. I wanted to simulate shoulder movement as well, since we can always easily turn our shoulders to see a little more (ex. looking behind when driving a car). I will go back an throughly test this to make it as realistic as possible. Thanks for you input,

    yes! thx for the info AND....

    thx for developing the mod. gets my vote for best "the way it should have been shipped in game " mod of the year!

    yay.gifyay.gifyay.gifyay.gifyay.gifyay.gifyay.gifyay.gif

    Thanks, that's one hell of a compliment. thumbs-up.gif


  8. Nikoo and Sevan,

    Sorry, I should have made it clear in the video that you need TrackIR to look around when in ironsight mode. There might be a way to unlock it for non-TrackIR users, but I doubt it.

    is there a possibility when your piloting a chopper or a plane to zoom out and leave the zoom out to have a better view of around?

    out side the vehicles we can press 2x "-" and the zoom is out, but will it be possible to make this happen while in vehicles? would help the piloting smile_o.gif

    Sadly you will just have to hold a button to zoom out when in vehicles. I want to keep everything consistent and not make vehicle fov’s act differently then infantry. The point is you are using you virtual human eye and I want to keep that consistent across the board. There MAY be a way to toggle out in vehicles, but I don’t know of a way. If someone can figure it out, I would gladly to put it in.

    just a thought... wouldn't it be more useful, logical, and easier to use if your soldier was always zoomed out when he has his weapon down or at the hip, regular zoom when the weapon is at the shoulder, zoomed in when the optics are brought up to the soldier's eyes? and at the same time, no matter what level of zoom, the user would always have the ability to free look?

    the way i see it, when the gun is down or at the hip, your character is in a state of all-around awareness (thus zoomed out). when the gun is at the shoulder level, the soldier is in a state of high awareness, kinda like a mini-tunnel vision mode (thus the regular zoom). when in combat mode, where the gun's optics are near the eyeball, the soldier is in a state of high alertness, or in pure tunnel vision mode (thus the zoomed in).

    i'm sure one could make a similar argument as i stated above for ground and air vehicles.

    imho, this should all be done automatically (of course, with full head movement freedom at all levels).

    ps- it's a shame that the optics don't magnify the same way that they do in Red Orchestra. hopefully somebody will be able to address this when the tools are released.

    If I understand you correctly, you can double tap the numberpad “-“ key (2x - ) to keep your soldier zoomed out. This will be similar to the way BIS does it, but it might be a little more responsive. Try it out, but I would suggest using it as is, it is a lot less disorienting without those zoom transitions.


  9. What logic did you use to decide on the zoom levels?

    If it's based on something, I'd like to hear what. I'm extremely wary of anyone mucking around with the FOV/zoom without good reason. Syncing up the initial ironsight zoom to the normal FOV is one thing, but changing the level of zoom available in general requires some really solid reasoning and ideally should be based upon something tangible or even measurable.

    I like the TIR changes, is there a chance that you could provide that as a separate mod?

    There is no way I know of to get an exact measurement and correlate that to real life. I have to base it on what “feels†real. I have experimented with many many different values and the full zoom in this mod “feels†convincing as real life size. If you play around a little with full zoom constantly on, you “feel†like your in the game so to speak. Yes, the AI at longer distances are going to be a little bit smaller, but I don’t think the default BIS full rifle zoom was accurate. Sure the weapon placement felt good, but the environment was too zoomed in. With this change, it will be a SMALL fraction harder (not gigantic) to kill an AI at a long distance. Of course there will be some disagreement on how much zoom should be applied, but you have to rule out the illusion you get from seeing the iron sights farther away. Run around ingame with your gun down and fully zoomed in. Does that not “feel†pretty real?

    I will also look into releasing the Head Movement as a separate mod, but you have to deal with the fact that a lot of FOV’s depending on what weapon and what vehicle are very inconsistent (It seems to me that the original FOV values were for the most part based on gun position/placement in you view rather then simulating real life size. Of course I could be wrong).

    Can't wait to try this!

    (unfortunately stuck at work atm)

    Any word on how it works in 3rd person vs. 1st person? Any unexpected differences?

    As I never use 3rdperson, I can't say. It should be the same or very similar to the default.


  10. Ok, now I've tested it some and I'm using a tenetive new tir profile.

    First, it *is* brilliant.

    Second, One thing I noticed though that would be nice is if you could look around while in iron sight mode on vehicle weapons like machine guns. That one may not be possible though, as it could be a vehicle limitation. I also noticed that the zoom ranges on these weapons are different, or at least seemed different. Oversight maybe?

    That is exactly what I wanted to do (unlock the ironsight view for staticweapons ex.M2). If you have any ideas on how to unlock this please let me know. I have a feeling it has to do with memoryPoints. For some reason BIS allowed us to move our head around on handheld weapons, but not static. Maybe it's not possible or maybe they just didn't implement it for whatever reason, but like I said, if you have any ideas on how to achieve this PLEASE try it or or let me know. This is one thing that I really wanted to change.

    As far as the zoom, it is a little less then the default BIS rifle zoom. It also is a slight optical allusion, because you see the sights farther away and think "this isn't enough zoom". Like I said above, when the mod tools come out, this will be addressed and it will feel realistic

    ----

    Also, I did FIX the issues with the BMP, Shilka, and T72.

    If this is a serious issue with some people, let me know and I can release a hotfix, otherwise I might wait a little bit to see if anything else needs to be addressed before I release a version 1.1

    One side question, I noticed that the Vulcan optic zoom is almost nonexistent whereas the Shilka has full optic zoom yet they both use the same visual optics, so the question is, is this incorrect in default ArmA or is the Vulcan supposed to have almost no zoom in optic view? If they should be the same, I can easily add this to version 1.1

    Once again, if anyone sees anything else wrong with 1.0, let me know.

    Thanks,


  11. Too bad you didn't ask me, I would have helped you out. Especially if you had a finished full pbo that just needed the config trimmed up to be a mod type.

    I haven't used this yet, but I looked at the videos and I have to say that it at least looks fucking brilliant. I'm going to give it a try here soon.

    I wish you would have posted your tir settings though to give us a starting place when using this mod.

    That's good to know if I have further questions, thanks.

    And your wish is my command - My TrackIR Settings (Beware, it's linear so it might be too sensitive for you right away, but trust me, your better off getting used to this, since this setting treats TrackIR as sensitive and responsive as mouse input. Plus it is insanely immersive, because it feels so natural when you get used to it. Also check the hotkeys, because I made "center" a mouse button)

    i understand that, i myself have tons of idea that didnt know if it is going to work, to make matter worst with my very limited modeling/scripting/anime making/texturing skill all idea only stays on drawing broad untill someone came up with a alike idea, and put them into practical stage confused_o.gif

    (the one that acturally worked is a realistic nade throwing anime that still needs a lots of tweak, and while look somewhat realistic for me, i dont think anyone would think the same way as me) confused_o.gif

    Interesting. If you are able to do such a thing, have you ever thought of making a visual way to aim a handgrenade using an animation? I'm thinking of a video on dslyeci's site (best of tactical fps' ) using the infiltration mod, where the players hand sticks out infront allowing you to aim based on that instead of needing some kind of crosshair. If you don't know what I am talking about I will try to track it down later. If something like that is possible, that would be great.


  12. of cause it would be the best if BI put this in future patchs with those sights fixed, but its basicly an idea that get practicaly made after half a year of brainstorming about "how to get it better", you cant ask for more from anyone

    i personally wanted to put this into BTS feature request(or tell me if someone already did that)

    I actually had this idea a long time ago and modified my the huge pbo's for my own personal enjoyment. I would have released this or a similar mod a long time ago if I knew how to write a config that was small in size and compatible with other addons/mods. What you see today is a public mod that was only created recently, because it took a long time (looking at other configs and A LOT of trial and error. I wish I had help, but that wasn't the case) to figure out how to write a config and create this in a mod form. I have some more ideas that will hopefully be "realized" when the tools come out.

    Great addon but I noticed that it severely limits the optics on the weapons for things like tanks and Armor in general. Hardly no zoom left. If I was an Armor guy I would hate this addon but being mainly Air and some ground it is awesome. yay.gif

    Somehow I completely missed that. I guess it is because I almost always play as BLUFOR, so I never noticed the issues with OPFOR.

    As I can tell, the optic zoom is not correct for the BMP-2, T72, and the Shilka. Please let me know if you encounter any other problems with other vehicles that have optic sights. I will release a hotfix or v1.1 soon addressing these issues.

    Thanks,


  13. Thanks guys for the positive comments so far.

    ---

    bravo6,

    Thanks and I updated the first post to show the file size. I decided not to allow ZoomOut when in iron sight mode, because Normal view is for CQB. ZoomOut is just for quick scanning when not looking down the barrel of the gun. Plus, if you ZoomOut when in iron sight mode, when you zoom in, it will only be half way (close to Normal View), not to mention, you will get a horrible fisheye effect on the gun. I thought about these for a while and I decided to disable it.

    Vassago, Dr_Eyeball, Opteryx, and KaiserPanda,

    Thanks and I agree, these should have been in default ArmA. It’s not quite perfect yet, since I need the tools to fine tune the viewpoint positions, but this is definitely better then the default.

    Mandrake5 and william1,

    Yes I know the sights are a little bit farther away now. To me, the default full zoom was too much. It felt bigger then an immersive-lifelike size. As soon as the tools are released, I plan to move most/all viewpoints for hand held weapons forward, closer to the sight to match closer to the BIS full zoom position (fov zoom is different from the eyepoint position where the camera sits). And yes, it is more apparent with the m136 and rgp launchers. These are the first things I will modify, because if you look at the sight with freelook while holding the launcher next to you, the sight is RIGHT there, yet when you go to iron sights, your view shots back. This will be fixed when the tools are released.

    ---

    Also, you should note that this SHOULD work with most addons/mods, but it does not work correctly in 6thsense FULL, because they have a modified dta>bin>config.cpp. Any mod should work with TrueView as long as it doesn’t modify the bin.pbo, so all the sound mods and various other things should work. If you find a conflict with another mod/addon (make sure there is a conflict by testing each mod on its OWN) then let me know about it, thanks.


  14. The videos below pretty much explain everything. Even though I only show certain weapons and vehicles, the changes apply to everything except....

    - Optic / Scoped Weapons (I left the default BIS values for those)

    - Shilka / Vulcan (can’t see past 90 degrees because the back isn’t rendered)

    <span style='font-size:12pt;line-height:100%'>*VIDEOS*</span> (I made these videos for people with A.D.D. that don’t want to read words or try the mod out, but it turns out that this is a very effective way to showcase this mod to anybody. Make sure you watch both videos in full (You can spare 10 minutes, can’t you?). There is also a tiny bit of plane action in the second video for you A.D.D.’ers out there.

    Quote[/b] ]

    <span style='font-size:12pt;line-height:100%'>Part 1 – TrueView Features</span>

    *PLEASE download the High Quality versions (They are ONLY 30-40mb). After watching these videos on YouTube, YouTube offically sucks. The quality is horrible.

    - High Quality Download

    - Low Quality Stream

    <span style='font-size:12pt;line-height:100%'>Part 2 – TrueView InAction</span>

    - High Quality Download

    - Low Quality Stream

    <span style='font-size:12pt;line-height:100%'>*DOWNLOAD LINKS*</span>

    Quote[/b] ]

    The download is only 547kb

    - @Armed Assault Zone

    - LINK 1

    - LINK 2

    <span style='font-size:12pt;line-height:100%'>*TrueView v1.0 ReadMe*</span>

    Quote[/b] ]

    --------------------------------------------------------------

    ///// TrueView v1.0 \\\\\

    --------------------------------------------------------------

    Armed Assault Modification

    FEATURES

    -----------

    - New Responsive, Smooth, & Consistent FOV / Zoom Settings.

    - Realistic Head Movement Freedom.

    - Unlocked Gunner Views and TurnOut Views.

    REQUIREMENTS

    ------------

    Armed Assault: Version 1.08

    ***I cannot gaurantee it will work on an older version then 1.08***

    INSTALLATION

    ------------

    1) Drag / copy / extract the folder "@TrueView" to your ArmA directory

    (ex. C:Program Files \ ArmA)

    *2) Create a shortcut for the ArmA executable with the following command line: -mod=@TrueView

    *OR

    *3) Download Kegety's Launcher v1.11 and just add the folder name "@TrueView" to "Options > Mods > Mod Directory Name". Then save and check the box to enable the mod on the right hand side.

    ( http://www.kegetys.net/dl.php/armalauncher111.zip )

    4) Wallah, your done, now go play!

    CREDITS

    --------------

    Thanks to Bunks and Chris for beta testing.

    LICENSE

    --------------

    You are free to distribute TrueView as long as it is the original and unmodified.

    Do not modify and distribute TrueView mod or parts of TrueView mod without my permission.

    You can reach me at the BIS forums (rg7621)

    http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi

    LAST WORDS

    -------------

    I hope you enjoy these changes as much as I do!

    ©2007 Rg


  15. I found a way to define your extra view as follows, but currently no firing is possible, sorry. This is a cutscene tool so no HUD will be visible:
    Quote[/b] ]........

    defining the offsets and time limitation at your wish.

    Cheers

    Thanks for posting that, but sadly this isn't a solution for me and probably hedcrusha as well.

    What we (assuming you as well) really need is a second viewpilot that can be activated by one keyboard button. Or possibly a way to modify the axis characteristics of the 3rdperson ExtCamera.


  16. I am confused as to what you are doing. There is no need to use a "mod" parameter when using the launcher.

    1) put @ModWarSound folder in ArmA directory (mine is called "@ModWarSound", not sure what yours is.)

    2) make sure there is an addons folder inside @ModWarSound

    3) open the launcher and click options>mods

    4) in the dropdown box put whatever you want to called it

    5) in the 3rd space "Mod directory name" put the EXACT folder name of the mod folder there (mine is "@ModWarSound")

    6) save

    7) check the box on the left to enable the mod

    8) make sure the bottom right "change" button is executing the "arma.exe" file in the ArmA directory.

    9) run the game

    If you use this launcher there is no need for shortcuts and editing target lines.


  17. I just tested this and my point still stands. I see what your talking about, but try my settings....

    There are 8 big notches and little ones in between. Set X to 1 and Y to 4 (4=50%, but set the Y to whatever allows you to make small perfect circles with x-hair or ironsights).

    Even with X to 1 (low) it still moves left and right at the same speed. That seems to be controlled by the weapon your using. Setting low sensitivity makes for a more precise/fine tune movement.


  18. Maybe in windows your mouse settings have acceleration on or something?

    Also, why are you only trying both extremes and only 50%? For instance, my X=1 notch and Y=4 (X axis is more sensitive, thats why I have Y higher.).

    So my point is, try 10-40% or something. Find a good balance. This shouldn't really be an issue.


  19. I am also wondering this. I doubt it, but MAYBE it's possible. I guess you would need another key assigned or maybe you can cycle through the views, but to have multiple viewpilots/extCameras, doesn't seem possible.

    As a related question,

    1) Is the a way to lock the 3rdperson view from moving or at least control the axis' in which it rotates without affecting 1st person view head movement?

    2) Or better yet, give the 3rdperson view (extCamera) the same characteristics as first person view? (the movement axis of 1stperson is different from the 3rdperson axis)


  20. You know, I think I had this also. TrackIR would do weird little shakes.

    All I did was wipe the three reflectors on the clip and the actual TrackIR device with a damp paper towel. Now all seems fine. I'm guessing there were smudges or dust causing it.


  21. Good news arktan,

    I made a post about this awhile ago. http://www.flashpoint1985.com/cgi-bin....=rg7621

    The first section deals with this.....

    Quote[/b] ]

    -------------------------------------------------------------------------------------

    Gun Position In First Person View

    -------------------------------------------------------------------------------------

    a) position of your weapon in first person view. This applies to both cadet and veteran players, but changing it would be more useful for players that do not use crosshairs. The current gun position does not give you a sense that you’re actually holding the gun up to your shoulder. When you look at a soldier in game, they’re gun is pretty close up to they’re eye, but when you look at your gun placement in first person view, it almost looks like your firing from the hip. Instead of the sight line close to your eye and the butt of the gun in your shoulder (I know if you freelook, the butt of the gun is in your shoulder, but when looking straight it doesn’t give that impression). It looks like the gun is held like a firing from the hip position.

    I made an animation to illustrate this point.....(Notice that if your gun is higher up and closer into your body, your sense of aim (without using crosshairs) increases. This included with the free aim that is already in the game, gives players much more awareness of where your gun is actually pointed to with more precision and control then before)...........

    gunmodeanimationsmall7fv.gif

    Sorry for my poor Photoshop skills, as this animation is clearly not accurate, but this should give you a clearer understanding of what I mean. Of course the perspective and other things are slightly off (the butt of the gun should be slightly more inward towards the center and the gun shouldn’t be as high and slanted, ect...), but you should be able to see what I’m getting at.

    armaeyeline6yv.jpg

    ................................................................

    Since I now know more about how the game works, all we need now is the tools. The above pictures are incorrect, because it's not a matter of raising the gun, you can't, it's part of the 3d modeling and animations, it's a matter of moving your head camera down and closer to the weapon (when in ironsights, thats a different head camera).

    When we can edit p3d files, I will try to make a standalone mod that moves your head camera down toward the gun which will solve this issue, but there is one problem that I see occurring. The g36 and guns that are taller might block a lot of our view. For me, it won't be a big deal, because I use full freeaim and can aim the weapon toward the ground, but for people that don't use it, might not like it.

    Thanks for posting this pic.

    Armed_Assault-top.jpg

    It's a damn shame they didn't keep this head camera position. This is a comparison that I will use.

    When I start testing it, I will see what comes up, but now we wait...........

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