Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332445] Mon, 12 May 2014 11:45 Go to previous messageGo to next message
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Registered:December 2012
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Widescreen tech demo

http://www.youtube.com/watch?v=AraFmk5ZoOM&feature=youtu.be[/video]
Youtube link

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332447] Mon, 12 May 2014 12:46 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
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Widescreen looks great!

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Captain
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332463] Mon, 12 May 2014 20:35 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Just my 2 cents:

What do you think of the following?

1) Showing exact aperture size in numbers (so we do not have to compare the aiming efficiency = aperture size of different weapons visually)?

2) To show the input to the final aperture size by main factors that affect aiming like:

AIM_TOO_CLOSE_SCOPE

AIM_GUN_CONDITION
AIM_LOW_MORALE
AIM_HIGH_MORALE
AIM_PSYCHO
AIM_VISIBILITY
AIM_SHOOTING_UPWARDS
AIM_INJURY
AIM_DRUNK_TIPSY
AIM_DRUNK
AIM_DRUNK_WASTED
AIM_DRUNK_HUNGOVER
AIM_FATIGUE
AIM_GASSED
AIM_BEING_BANDAGED
AIM_SHOCK
AIM_TARGET_INVISIBLE
AIM_SNIPER_SKILL

Or at least some of them?

3) The new graphics (with scope types) looks great. Is it possible to use it without the visuals on decreased aperture size which contains crucial info of the actual chance to hit?

Thanks for the cool features.


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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332466] Mon, 12 May 2014 20:43 Go to previous messageGo to next message
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Messages:2663
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@Alex_SPB
Detailed info on the aiming proccess is planned and will be available on DEBUG level of improved NCTH cursor (or maybe also with the F key).
When it will be implemented.
I think this should be helpful for modders/experienced players (but noone ever asked for this type of functionality, so maybe not).

As for 3), not sure I understand right. Are you asking for making a separate option for only scope icons, without other changes?
It is possible, but there are too much options already, I try to avoid adding options as much as I can Smile
Currently, there are only two options:
[Tactical Interface Settings]
;------------------------------------------------------------------------------------------------------------------------------
; Visual improvements for NCTH cursor:
; 0 - default cursor
; 1 - improved cursor: limit maximum shown aperture size, show extended AP info
; 2 - advanced cursor: laser dot, mounted indicator, scope mode icon
; 3 - compact cursor:  aiming level as numbers
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_NCTH_CURSOR = 0

;------------------------------------------------------------------------------------------------------------------------------
; Limit number of displayed bullets:
; 0 - no limit (default 15 bullets)
; 1 - 5 bullets
; 2 - 10 bullets
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_AUTOFIRE_CURSOR = 0

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332467] Mon, 12 May 2014 20:53 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
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Location: Russia, St.Petersburg
Thanks for the cool features.

Well, actually I do mean the second option only. The problem is that is looks really cool but sacrifising the actual aperture size is a really serious step for re-defining the NCTH mechanics. Without the actual aperture size it would be just impossible to get the estimation of hit probability.

So if we can have laser dot, mounted indicator, scope mode icon with actual aperture size it would be really cool.

The choice between cool graphics and actual info of hit probability could be painful.




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Staff Sergeant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332468] Mon, 12 May 2014 21:01 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Sevenfm

Detailed info on the aiming proccess is planned and will be available on DEBUG level of improved NCTH cursor (or maybe also with the F key).
When it will be implemented.
I think this should be helpful for modders/experienced players (but noone ever asked for this type of functionality, so maybe not).


I just have a feeling that many people are not interested in NCTH just because they still do not understand how it works. This means that not many people are willing to configure is to their own taste and play OCHT instead.

I have been following NCTH since Headrock initially introduced the concept (carefully reading all the thread) and have adjusted the system deeply to my liking. Howewer sometimes I do not understand what factor affects my accuracy.

Having all this info available would make the system much more user friendly. And I also believe that it could be presented in an eye-candy format.

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332469] Mon, 12 May 2014 21:20 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
What do you think about the following concept that builds up a link between NCTH and OCTH?

1) We know that the initial idea of Headrock was to move from probabilities calculation to the actual simulation of shooting process so we ended up with the aperture size instead of CHT value.
2) At the same time CTH value in % is more user friendly then the aperture graphics when it comes to making a decision on placing a particular round.
3) We know the actual size of the mercenary body and we do know the aperture size. Then it is possible to calculate the hit probability value just dividing body size value by the aperture size value.
4) All the effects on hit probability mentioned in my post above could be estimated the same way in chance to hit percentage through the effect on aperture size.

5) All the effects could be displayed as text on the right (for example) to NCTH indicator. This could be made on eye candy format.

Then the problem vould be solved as we would have all the relevant information regarding the hit probability even without the full aperture size displayed.

[Updated on: Mon, 12 May 2014 21:24] by Moderator

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332470] Mon, 12 May 2014 21:23 Go to previous messageGo to next message
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I still don't think that half-screen circle is a good visual solution Smile
Maybe it will be better to add optional small cth bar (as in OCTH), cth% or just small base/aim aperture numbers for those who are interested in them.

Also, I think maybe you can post you cth settings (with explanation) when you have time, it may be interesting for players (and definitely interesting for me, as I am still in the process of tuning cthsettings.ini).

EDIT: same thoughts ROFL

As for cth% calculation, currently it's easy:
good-hit-aperture (10) area is compared to the current aperture area, and the ratio*100% is CTH. it is used for AI as a replacement of old cth calculation. (There are also minor details like increased CTH at distance for AI)

[Updated on: Mon, 12 May 2014 21:34] by Moderator

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332473] Mon, 12 May 2014 21:33 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
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Location: People riding polar bears...
Having merc stats (ala Wildfire) in the widescreen space would be a nice option. Weapon (maybe even smaller pic + various stats?) on the left, stats on the right?

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Sergeant Major
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332475] Mon, 12 May 2014 21:38 Go to previous messageGo to next message
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@Slax
I think it's possible, but I'm still trying to understand how to make a sti from regular image (to be able to make something better than just color filled area or stretched pixels). I know there exist some guides for that, but this thing is not simple at all!

I didn't found good suitable background pictures yet (for 1280x720 it's 240x120 size).

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332476] Mon, 12 May 2014 21:42 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Once again i have edited post right before your answer. Same thoughts exactly Smile

As for my settings I am now testing the NCTH with big maps of AIMNAS. So all my settings are aimed to accomodate hugely increased visual ranges.

I suppose that I have managed to find the whole new JA2 universe for me playing with increased ranges. This totally changes the combat feel of 1.13.

The whole idea is with the vision range of 80 tiles and big maps the amount of tactical solutions and options is much bigger. This creates a much more tactical combat.

The majority of combat is still happening on 35-40 tiles due to the mapps design creating good opportunities for proper weapon balance. For exsample snipers would rarely be able to enjoy 80 tiles shots due to the landscape (their line of sight is always obscured) and on 40 tile range it is much more efficient to use either SMG-s or AR-s.

The problem here is that I do edit not only CTHconstants.ini. I basically play the merge of big maps with stock 1.13 weapons. So I do also edit weapons.xml and items.ini. I believe that I can not post this without the previous approval of Semagol. In case I do have it I would be glad to share it:)







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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332477] Mon, 12 May 2014 21:49 Go to previous messageGo to next message
jasmith is currently offline jasmith

 
Messages:32
Registered:January 2013
Location: US
I have to agree with Alex_SPB about including the additional information with the original NCTH cursor. I understand how the system works and how the smaller cursor would work help, but you would probably have people wondering why suddenly rounds are going all over the place outside the indicated cone if they didn't know about the shading system. Also, I like being able to see if a barely-aimed suppression burst might get near any of my people, and am used to the NCTH cursor (I've found hitting in OCTH way too easy, so I rarely use it). It's just nice to be able to use all of these new additions, if people chose to, without making them chose one or the other.

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332479] Mon, 12 May 2014 21:55 Go to previous messageGo to next message
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@John A Smith
Hmm it seems that I should bring back the original option (from the very first version):

LIMIT_APERTURE_SIZE = 0...XX

So when it's 0 - no limit
100 - limit to 100 etc
Currently it is set to 50 internally.

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332480] Mon, 12 May 2014 22:00 Go to previous messageGo to next message
jasmith is currently offline jasmith

 
Messages:32
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I think that's the best solution, just like the transition from 25 to 100 AP but in reverse. You can even leave that as default if the new cursor overall defaults to off, and then people can fiddle with it if they want to. It's not like another INI option here and there is going to end the world, and we can always spread stuff into the other INI files when it does. Razz

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332481] Mon, 12 May 2014 22:07 Go to previous messageGo to next message
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@John A Smith
Think we found a good solution Smile

I also want to ask you (and all other NCTH players) about other known NCTH problems.
Personally I experience too much extra lucky shots, for example enemy shoots with a pistol from 20 tiles at the merc hiding crouched behind the tree, and hits to the head. And it's not very rare situation.

It's not realistic and not very good for playing feeling (especially when you cannot hit thet shooter then with a rifle).
Or maybe other players do not see it as a problem?

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332483] Mon, 12 May 2014 22:43 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
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Sevenfm
@Slax I think it's possible, but I'm still trying to understand how to make a sti from regular image (to be able to make something better than just color filled area or stretched pixels). I know there exist some guides for that, but this thing is not simple at all!
I was under the impression that JA2 also accepted PNG files, is this not the case?

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First Sergeant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332484] Mon, 12 May 2014 22:50 Go to previous messageGo to next message
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@JMich
currently
InterfaceItemImages.cpp
bool g_bUsePngItemImages = false;


I think that this setting forces game to use png for ALL images.
Don't know if it's possible to load them currently :whoknows:

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332485] Mon, 12 May 2014 22:50 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
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Sevenfm


I also want to ask you (and all other NCTH players) about other known NCTH problems.


Here you are:)

MAX_EFFECTIVE_RANGE_REDUCTION does not seem to work well, it is either broken or we need to redefine the formulae as playing with the number now does not seem to give any significant changes.

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332486] Mon, 12 May 2014 23:05 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
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P.S. I have left the message on Russian forum also. Greetings:)

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332487] Mon, 12 May 2014 23:09 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
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Sevenfm
@JMich
currently
InterfaceItemImages.cpp
bool g_bUsePngItemImages = false;


I think that this setting forces game to use png for ALL images.
Don't know if it's possible to load them currently :whoknows:

Take a look at Data-1.13\Loadscreens. I can see a few .PNG files there, which should be used ingame. Don't recall if the loadscreen interface is different from the ingame, but I think we should be able to use both type of files.
Unless of course the loadscreens are placeholders.

Edit: Data\Loadscreens also has PNG files in it.

[Updated on: Mon, 12 May 2014 23:09] by Moderator

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First Sergeant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332488] Mon, 12 May 2014 23:16 Go to previous messageGo to next message
jasmith is currently offline jasmith

 
Messages:32
Registered:January 2013
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I mostly play with Wil473's AFS implementation, so I'm not sure how things in the trunk are these days. The only thing that might be confusing about the reticule these days is that I think penalties from moving targets and the like are still represented by the color of the cursor instead of the size. This is actually working as intended, as it represents the chance that your target will have moved by the time you fire (since we can't show that in turn-based), while the size of the cursor shows your ability to aim at a point target before adjusting for lead and the like. I personally find this a lot more intuitive, if you know the factors in NCTH and actual shooting, since it better accounts for all the variables that go into hitting targets in various situations.

As for most complaints (including those you raise), in my experience it's mostly been due to unsuitable weapons and equipment (for rifles at close range getting handling or scope-to-close penalties) or the way that NCTH mostly ignores the Range statistic (making pistols whose main negative point was Range suddenly very effective at getting lucky-looking shots, since "target is out of range" doesn't matter much in NCTH). Lucky shots do happen, sometimes in odd situations, but I'd say the vast majority of the time in AFS combat feels quite reasonable. I sometimes use perfect IMPs (100s in all stats and Marksmanship, Sniper and Machinegunner traits, etc), and even with great gear hitting still isn't guaranteed at any range (and especially if the optic or weapon is wrong), while non-combat specialists (realistically, most of AIM and other characters) have to resort to lots and lots of firing to hit anything.

I'd say that after everything Silversurfer did to clean out the code a while back (early last year?) and with Flugente's scope modes (a brilliant feature, totally worth the headaches he had getting it running), the remaining weirdness with NCTH in the trunk mostly results from non-optimized items. Now I don't know if you can optimized items for NCTH without causing weirdness in OCTH (probably, since Smeagol added NCTH for AIMNAS, but I never tested OCTH in AFS, for instance), but that's why NCTH optimization has mostly been left for modders (Wil, Smeagol, Strohmann for a while). With balanced items built to work with NCTH and using all of the available options, a lot more variety and rationality are available using NCTH. The only problem is that getting items and the weighted constants to that point is a hideous amount of work, which is why there are only a handful of major NCTH implementations around. Improving the major mods has proven a lot more successful than trying to come up with a new implementation (seeing Strohmann's "iron sights as an attachment" idea take off would have been interesting, for instance, but it strayed too far from the trunk to be added or easily adopted and didn't have the depth of AFS regarding items and NCTH implementation).

Since this took so long to type, I might as well address Alex here too. Some NCTH tags and fields are broken or don't do anything like what they're labeled as (I'm not sure if what you brought up was one of them), so part of the problem is that it requires a lot of expedience modding and playing to figure out what all of the settings do. This turns some people off and leads to the occasional repurposing of some settings to do other things, but I think Silversurfer cleaned up a lot of that a while back.

And that is the main problem with NCTH. It's not really a single system, but something modders can adjust to their own vision of its implementation. There's no easy way to settle on a single, refined version to go in the trunk, and without a single idea it's impossible to get all of the weapons and equipment to work together perfectly. If you read the readme for AFS, Wil spends pages and pages explaining the logic behind his system, and Strohmann and Smeagol have had to go to similar lengths to explain how their systems work. It's the curse of an adjustable, intricate system, while OCTH is simple and intuitive (from a gaming sense) enough for everyone to mod to their liking.

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332489] Mon, 12 May 2014 23:25 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
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John A Smith thanks a lot for sharing your experience Smile
I think that several additional optional indicators should be added to NCTH cursor, as they are not obvious:

- penalty from shooting at moving target
- maybe penalty from shock (because your hands are shaking)
- natural gun's distribution (deviation)
- ...

Currently, color of the aperture is calculated from aperture size
	// CHRISL: Moved here so we can base the cursor color on the iAperture value
	UINT8 iColorCode = 0;
	if(iAperture < 3.0)
		iColorCode = 9;
	else if(iAperture < 6.0)
		iColorCode = 8;
	else if(iAperture < 9.0)
		iColorCode = 7;
	else if(iAperture < 12.0)
		iColorCode = 6;
	else if(iAperture < 16.0)
		iColorCode = 5;
	else if(iAperture < 20.0)
		iColorCode = 4;
	else if(iAperture < 25.0)
		iColorCode = 3;
	else if(iAperture < 30.0)
		iColorCode = 2;
	else if(iAperture < 40.0)
		iColorCode = 1;
	usCApertureBar		= Get16BPPColor( FROMRGB( ColorsRed[iColorCode], ColorsGreen[iColorCode], 0 ) ); // Crosshair color shifts from red (longshot) to green (Accurate shot)

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332490] Mon, 12 May 2014 23:28 Go to previous messageGo to next message
jasmith is currently offline jasmith

 
Messages:32
Registered:January 2013
Location: US
Maybe holding F displays the minimum reticule based on the guns accuracy, shock could be folded into the existing cursor size (we have new symbols to display shock values), but yeah, some mention besides color and increased missing that the problem is a moving target/other misc factors would be nice.

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332493] Mon, 12 May 2014 23:58 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Sevenfm
John A Smith thanks a lot for sharing your experience Smile
I think that several additional optional indicators should be added to NCTH cursor, as they are not obvious:

- penalty from shooting at moving target
- maybe penalty from shock (because your hands are shaking)
- natural gun's distribution (deviation)
- ...



I would like to propose the following layout:

AIM_TOO_CLOSE_SCOPE
AIM_GUN_CONDITION
AIM_VISIBILITY
AIM_INJURY
AIM_FATIGUE
AIM_SHOCK
AIM_TARGET_INVISIBLE
AIM_SNIPER_SKILL
MAX_EFFECTIVE_RANGE_REDUCTION
Target movement penalty (if ever possible due to NCTH mechanics as it does not seem to directly affet the apperture size, I am not sure)

Other (=the difference between the final apperture based CTH probability and apperture hit probability without the factors mentioned above)

[Updated on: Tue, 13 May 2014 00:00] by Moderator

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332508] Tue, 13 May 2014 12:21 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Alex_SPB

MAX_EFFECTIVE_RANGE_REDUCTION does not seem to work well, it is either broken or we need to redefine the formulae as playing with the number now does not seem to give any significant changes.

This parameter only affects AI and is used to calculate their willingness to fire a weapon. It is used when the shooter is outside weapon range.

Sevenfm

Personally I experience too much extra lucky shots, for example enemy shoots with a pistol from 20 tiles at the merc hiding crouched behind the tree, and hits to the head. And it's not very rare situation.

It's not realistic and not very good for playing feeling (especially when you cannot hit thet shooter then with a rifle).
Or maybe other players do not see it as a problem?

Actually I don't see this as a problem. It's just a random chance where all combatants can get lucky. Sometimes it happens that I shoot at one target and hit another one. Pure luck. I wouldn't suppress any of that.

John A Smith
The only thing that might be confusing about the reticule these days is that I think penalties from moving targets and the like are still represented by the color of the cursor instead of the size.

No, penalties for moving targets are included in the CTH calculation and therefore directly influence the aperture size. The color of the aperture changes depending on the size.


Please don't add too much information on the cursor. It just clutters the interface and makes seeing things hard. That's actually the reason why I made the circles half as thick long ago. They were blocking the view on the target.

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Lieutenant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332672] Thu, 15 May 2014 22:06 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Extended Widescreen Interface Demo

http://www.youtube.com/watch?v=U1PezvrL7K8&feature=youtu.be[/video]
Youtube link

Features:
- quick items
- left/right hand items
- sling item
- combat/backpacks

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332678] Fri, 16 May 2014 10:50 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
The game seems to be crashing during the Helicopter drop right after the loading screen. Doesn't the SCI have everything already?

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332679] Fri, 16 May 2014 11:17 Go to previous messageGo to next message
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@Yoshi

Something was wrong with exe version.
Now fixed and tested.
Please reload:

Updated exe

Ja2_options.ini (for Data-User folder)

p.s. if you want to test extended widescreen, you need to download this file with additional pics and put it into your data-user folder
(so it will look like: Data-user/Interface/[pictures].png)
Set EXTENDED_WIDESCREEN_INTERFACE to 1 (background) or 2 (advanced mode with pics) in your ja2_options.ini
Optimal resolution: 1280x720
UPDATE: now works correctly for all resolutions (if there's enough space)

[Updated on: Fri, 16 May 2014 18:16] by Moderator

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332748] Sat, 17 May 2014 21:23 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Advanced Extended Widescreen Interface
http://i.imgur.com/fbKAGYj.jpg

Video demo:
[url]&feature=youtu.be[/url][/video]
[url=&feature=youtu.be]Youtube link[/url]

New options:
http://i.imgur.com/F0BXfIE.jpg

EXTENDED_WIDESCREEN_INTERFACE
Extended widescreen interface
0 - disabled
1 - only background
2 - mini - show only item pictures and names
3 - full info

EXTENDED_WIDESCREEN_AMMO
0 - do not show
1 - show as numbers
2 - show as default bullets (same as in NCTH cursor)
3 - show as small bullets (stock calibers only)

Additional customization:
EXTENDED_WIDESCREEN_SHOW_GRENADE_IMAGE
EXTENDED_WIDESCREEN_SHOW_SCOPE_IMAGE
EXTENDED_WIDESCREEN_SHOW_MODE_IMAGE

Notes:
Extended widescreen will work with full functioncality only in resulutions which leave a blank space at each side of at least 240 pixels, for example: 1280x720, 1600x900, 1920x1080
In other resolutions simplified mode will be used - only background and item pictures.

Thanks
JMich - for help with png images
Green Eyes - for making cartridge images

[Updated on: Tue, 25 August 2015 18:36]

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332789] Sun, 18 May 2014 18:02 Go to previous messageGo to next message
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Custom Big Images Demo

http://www.youtube.com/watch?v=aTidH2nP35Y&feature=youtu.be[/video]
Youtube Link

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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332793] Sun, 18 May 2014 18:47 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
Neat! :thumbsup:

Now I almost wish I *had* a widescreen...

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Sergeant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332796] Sun, 18 May 2014 19:23 Go to previous messageGo to next message
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@rummtata
800x600

Another (lazy) variant - but you will have only 6 mercs in a team in 800x600

[Updated on: Sun, 18 May 2014 21:10] by Moderator

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332799] Sun, 18 May 2014 21:39 Go to previous messageGo to next message
rummtata is currently offline rummtata

 
Messages:103
Registered:April 2011
Location: Germany
The two-row solution looks very appealing, good stuff!

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Sergeant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332800] Sun, 18 May 2014 21:48 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
@rummtata
I agree, looks interesting, and it will allow 10 mercs in 800x600, or showing 2 groups of 5 at the same time (very convenient, I think).
But coding this is another story Sad (need to change all mouseregions and such...)

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332801] Sun, 18 May 2014 22:10 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Oh my. Hopefully the custom big pics snag some attention. Good stuff.

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Sergeant Major
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332819] Mon, 19 May 2014 11:21 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
I'm amazed! Does this customization apply to ALL of the weapons?

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Private 1st Class
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332820] Mon, 19 May 2014 11:32 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@Yoshi
No, it's a tech demo, only one gun is completed so far, but it can show nearly all of it's attachments (~10 different types).

Making all guns supporting custom images will require a bit more time =)

A few more examples:
http://i.imgur.com/4xA4Pwg.png
http://i.imgur.com/SwPmsBQ.png
http://i.imgur.com/BUNWWWe.png

[Updated on: Mon, 19 May 2014 11:48] by Moderator

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332821] Mon, 19 May 2014 12:09 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
Sevenfm
@Yoshi
will require a bit more time


Given the ammount, I'd assume it would be tedious work. I'm sure you'll find people wiling to help. It does look like good proggress though!

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Private 1st Class
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332840] Mon, 19 May 2014 16:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Very cool, but uhm is there a reason the GP30 shows as a M203? Embarrassed

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Captain

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332848] Mon, 19 May 2014 20:42 Go to previous messageGo to previous message
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Messages:2663
Registered:December 2012
Location: Russian Federation
@DepressivesBrot
Hmm.. next time I will call military consultants before making pictures for tech demo =)

Honestly, I don't think it's possible to make all 300 guns look correctly with all attachments (unless someone more competent will be so kind to help with them), it's not encyclopedia, after all =)

p.s. also the bayonet is not authentic, it was made from commercial western variant.

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Lieutenant

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