Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Sighting Range
Sighting Range[message #100930]
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Fri, 26 March 2004 02:24
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Eddy Baby |
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Messages:5
Registered:March 2004 Location: England, God's Own Countr... |
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Since my understanding of the source code doesn't go much beyond the meaning of some variables, I'm not sure what to do about this idea - but I'm interested in increasing the JA2 sighting range, possibly even to realistic levels (you still can't see people in cover, but anyone standing in the middle of the road in broad daylight can still be seen from 50 squares away).
Could anyone give me an idea of what needs to be done to achieve something like this, and where to do it?
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Private
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Re: Sighting Range[message #100934]
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Tue, 30 March 2004 11:39
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Chris Camfield |
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Messages:68
Registered:February 2000 Location: Toronto, Ontario |
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Quote:Originally posted by KIA:
Does that mean that you could implement items like opera glasses, binoculars, field glasses, and sniper scopes which could increase the STRAIGHT_RANGE by +10, +20, +30, and +40 respectively? Or would that require recoding to something like BASE_STRAIGHT_RANGE and FINAL_STRAIGHT_RANGE? (Edit) I imagine the sun goggles already work this way, so there's already some mechanism for implementing the idea... IMO you'd have to do a bit more coding than that. When sight is checked, the maximum is calculated and then reduced according to the angle between the viewer's facing and the direction to the other character. If you just change the maximum sighting distance for people using such items, then they will magically have better vision in 360 degrees, instead of just whereever they are actually looking.
(Also, should they be effective at night, if they don't include NV capability?)
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Corporal
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Re: Sighting Range[message #100938]
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Wed, 31 March 2004 05:09
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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It sounds like we're talking about revamping cover and concealment rules for more "realistic" spotting. (Please note these terms are different. Concealment makes it harder to spot you, but won't stop a bullet. No kevlar bushes here! Cover not only limits vision but stops shots.) According to Chris (Thanks, Chris!) the angle of view is factored in (good) and I imagine that the stance (standing, crouching, prone) fits in too, probably some sort of target "visibility" or "profile" calc. This would also allow things like grass, low walls, brush and scrub, etc. to add to concealment (not cover) or lower the visibility/profile. How does that tie in to camo kits and ghille suits? They should also decrease visibility / profile. Interesting problems, these. Let's proceed cautiously. Don't break the game!
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Corporal 1st Class
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Re: Sighting Range[message #100939]
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Wed, 31 March 2004 06:33
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Eddy Baby |
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Messages:5
Registered:March 2004 Location: England, God's Own Countr... |
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I'm going to play with range a bit, but I'm not sure whether I should be using realistic effective ranges. The M4 (hands up everyone who never considered that the Commando would make a nice M4), for instance, is stated accurate at 600m, or 60 tiles in the somewhat-suspicious 10m+1 tile calc, possibly now obsolete. For the purposes of balance it might be wise to limit extreme-range shots to sniper rifles, or something. I'll let you know.
My tuppence on visibility:
I think visibility should be unlimited in the daytime, but, as said above, with some heavy-duty occlusion work. The further away the enemy, the more exposed he must be to be seen, for instance. The more alerted the enemy the harder he is to spot. Items such as binoculars could be implemented, and the sun goggles changed, not to increase view distance but to reduce the occlusion effect at range (easier to pick out a soldier with a magnified view).
The combat dynamics are of course an issue, designed as they are for (comparitively) close ranges. Will our characters be ridiculously inaccurate over long distances? How will the AI react?
I'll give it a test or two.
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Private
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Re: Sighting Range[message #100943]
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Thu, 01 April 2004 23:14
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Sahtor |
Messages:3
Registered:March 2004 Location: Finland |
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You could always give extra bonuses for prone and crouching stands. I'd say prone is 3 times more harder to detect than a standing enemy.
I don't see any problem in more realistic sighting. Maybe you'd have to make the enemy use cover more to balance it out.
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Civilian
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Re: Sighting Range[message #100954]
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Sun, 25 April 2004 20:24
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Kurt |
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Messages:420
Registered:March 2004 |
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Quote:Originally posted by Khor1255:
searching rooms and identifying openable drawers could border on nightmareish. True, I didn't think about that...
Quote:Besides, bringing gun ranges into the truly realistic perspective would require Age of Empires graphics on 32 inch monitors and still wouldn't cover the range of an expert marksman with a scoped Barret .50. Yes, of course, if you want to implement 2 km ranges, your mercs will have pixel-size .
No, I was just suggesting to double the resolution (easy to do), and increase the ranges accordingly (= double the existing rifle values. Easy to do, too). I agree it's just a quick & dirty solution, but it has the advantage that it takes near to nothing to code that. You could have that tomorrow.
Quote:Besides, it would further increase the difficulty in designing animations that portrayed the exact weaponry and armour characters wear. I'd much rather see this done than a half baked attempt at increasing range. Depending on what we're talking about: My solution is just a quick hack to the existing JA2 code. Having animations portraying the exact equipment would be a very heavy modification of the graphics engine, which would take some time.
Quote:Perhaps a feature to zoom in or out might offer some solution but I think this one is a pretty big fish to fry. That would be ideal indeed.
Problem is only the people actually working on the code know what they can do with it witout spending half a dozen years doing it. We always can fantasize about things we would like, but it's only them who can actually tell what they plan on doing. And they seem to have deserted the forum. Let's hope they're working...
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Master Sergeant
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Re: Sighting Range[message #100959]
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Wed, 05 May 2004 03:26
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Kurt |
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Messages:420
Registered:March 2004 |
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pythagoras of the Whitehat team was writing resolution increase is possible , he managed to get 800x600.
Quote:So, for now it seems as if a resolution change is not something too complex, which is quite promising. Of course "is not too complex" can mean anything...
And you'll have to change the standard map size too, else you won't gain anything, except the urge to reach for a magnifying glass.
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Master Sergeant
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