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Not asking for the base to be adjusted as a whole, that's my job on my end lol... just have no idea what to change to keep the FOV from zooming in when aiming,...
Seems like you made it that far! Would love for you to share this lol cause I have my doubts on a conceptual level that I might be able to get this info from any devs, which is sad cause it's a deal breaker...
I get the whole base consistency thing, even if I disagree on the price-tag for it, and have no idea as to why the code requires your game FOV to zoom in to be consistent when your allowed and encouraged to adjust the viewmodel fov in most instances...
This Essentially means aiming in the game is useless save for at range, which is not common amongst HL2 maps or source maps as a whole lol...
Just type bind "x" toggle_zoom into the console.
(Change the x to the key you want to zoom with)
"Mouse4" AND "Mouse5" are very useful for simplicity, however you'll have to bind it to something like "H" and use third party software to untoggle it on your MOUSE emulating the key "H" if you want it to unzoom when you let go. If you install MW2019 / FAS 2 SWEP pack for example ( there are plenty that work properly ) this functionality allows you to zoom in at your discretion whilst aiming down your optic. Human eye is not limited to a flat panel perspective with a limited FOV, thus when you use a pair of ironsight in REAL LIFE it will appear closer to your eye whilst MAINTAINING THAT perspective of a proper sightpost. Agree completely that by default there should be no / very little zoom dependant on weapon itself, however once again in reality you can just bring optic closer to your eye and focus at range. Having this functionality just leverages this system to emulate how your eye can focus on stuff at a distance and also look proper when you need it to for CQB. ARMA 2 - 3 / RED ORCHESTRA 2 for example have perfected this MECHANIC down to a science so there is no reason it should not work with this particular weapon pack. Has something to do with viewmodel hooking it's perspective and I can't figure out VIA LUA what it actually is so I've resorted to asking the developer who wrote this code for help ( yet to receive reply so bump this thread because I'd live to be able to use MW2 sweps in TANDUM with other customized addon pack seemlessly )
Cause that's kinda brilliant if that's the case lol... we used to use that trick for the opposite back before any of these things.
Again this kills me, lol... so confused about Arctic's statement on this about how it makes no sense to have this ect... Like... bud I can put the view model wherever I want, when not zoooming or aiming ect... that... go figure.. is how IRON SIGHTS work lol... Now it's just annoying to have it go down with the 3d scope right there as that's you know... supposed to be the point lol. but hey whichever lol, I just remember opening it up and being like.... oh ♥♥♥♥, this is one of them algorithmic things, (as if staring at a bomb woundering which wire to cut lol).
Also, I'm pretty sure the above only applies if you shoot with one eye closed... though I can't confirm this having tested just now with my hand lol... all seems the same when centered... which unlike video games is one of that last aspects to break down for the realism... Though not a good habit in general to shoot with one eye, least that's what they say, got that burned into me by the old chaplin who taught me how to shoot as a kiddo...
Still though, closing each to see the difference between depth... fun to play around with regardless from a 2d 3d perspective shift and just how much I don't trust one eyed drivers... though my wife is a decent one, despite having essentially no depth perception on account of her script... can't shoot for ♥♥♥♥ without contacts though... was 5 feet over or under the target half the time, kinda *lol* put things in *perspective*...
RO had it nailed, think they were one of the first I've seen do this, back when they won that unreal modding contest... I figured that was one of the things that inspired valve to put it in, as it was around the same time this was being developed. Dunno if they were the very first... I mean like all things cool in video games, you can trace PIP to System Shock (as well as variable stance adjustments, leaning, plot devices... ballistics true 3d fps... man we really haven't made it all the way back to that level yet... ♥♥♥♥♥♥ consoles.
Another thing that really kept that from normalizing as well, the consoles and the devs that have now as like official doctrine become TERRIFIED of FOV... lol I've never had FOV change much of anything regardless of how modern or simple the screen space culling is... but they swear it's a thing, to a point where its almost become an us vs them ideology... just had my mind blown listening to the Camera Programmer from the game Journey talk about it at a GDC and the questions from devs at the end, where he eventually had to do a 'So then you should just do it' mic drop on the ♥♥♥♥... meh state a gamin is irritating at best I suppose these days lol. But the idea of PIP is basically the demon child of wide fov.. only worse thing in their mind is mirrors lol... double pip... MY GOD THE POLYGONS! THE WHAT IT WILL KILL THE WHOLE SYSTEM!
sigh...
It was never meant to do this advanced functionality that would only come from your own intuition had you experienced other comparable experience under proper configuration. Hence my reluctance to fully describe what it is exactly as people seem to have some sort of weird thing where they can't leverage uncomfortable perspective to their advantage. For example in MODERN WARFARE it is easy to set up a key binding for multiple FOV on the fly as it is highly advantageous to utilize multiple perspective to your advantage for different reason, and also demonstrate it doesn't always matter as much as some people think it does, but shouldn't make or break your viewpoint in any case once you have it all under control. Where did Arctic comment this was an unneeded feature? Exactly as you said, ultimate goal is user friendly customization to those with insight where it does actually matter. At the end of the day it is your choice and ability to leverage heightened ability and functionality, and should be encouraged to do so in context of this highly technical situation exclusively where it is conducive to a first person shooter.
Choosing not to is putting yourself at a disadvantage plain and simple. Highly mentally adaptable people can definately make it work seemlessly, as it was easy for me to put it all together in a matter of a few minute. Some believe both eye open, other people live with one eye closed. For myself it is whatever will grant me fastest target accusition in a given situation and also ability to use either or at discretion. When using optical sight, preference would be to have both open, however when it does get dark and or obscure it can be difficult to initially gauge where your reticle is hiding amongst hetic situation. Wouldn't count out ability to use either, but definitely keep rational thinking first and foremost about you as more often than not you are your own reason for a faulty situation, as a result of lack of critical thinking. No more, and certainly no less. Nearly impossible not at some point so minimize error where you can and strive for perfection. It doesn't always matter, but when it does it has to be taken care of immediately. I've been told this before to, but using more obscure less open picturing can be challenging when you're ignorant to how your eye. They probably failed to mention you should be training with your left or rather non-dominant side as well holding your rifle opposite way as although there is no hope it could top your dominant side in overall usability or comfort it could certainly use a touch up in muscle memory to aid your other hemisphere. Issue is only Counter-Strike really ever offered non-mirrored shooting, and as a result we don't really have left handed optic and firearm stuff in anything else. Using a firearm is more often than not a mental game of understanding force and a projectile and a video game only further complicate this layer of fundamental knowledge not being hinged in reality, but rather a simulation environment with discretion on how it will feel. Can tell you right now if someone handed me an M14 EBR MOD 0 it wouldn't take very long until I was consistently getting A zone headshot nearly every time on a moving obstacle from very far away, because of nothing more than dexterity, adaptibility, and that I know it to be mathematically possible to get an intended result factoring in all considerable variable. Moving on I've invested money into eye health product and it has done quite a bit for me. Never have been in need of eyewear, but I know now there is various method to improve eyesight within what is safe and reasonably practical for people. Red Orchestra is alright, it was in need of some serious polish. Same with original Medal of Honor / Call of Duty back when it was truly wholesome our perspective was much different perceiving it then.
Picture in picture is alright, I wouldn't put it above a simple 2D high resolution image with a 3D bubble effect zoom in post processed on there ( essentially what PIP is anyway ), but my favourite is when they utilize both PIP and 2D imagery either on separate sight or in tandum for the best scope combination imaginable. Definitely a lost art in customization first and foremost. For sure, no doubt in my mind is to continue this trend of furthering hyper realistic feature, but luckily it doesn't make or break an experience just yet. Reason I prefer ARMA / HALF-LIFE 2 as more of a template sandbox to build an experience off of, although in and of itself it truly is another full fledged game just with no direction and no ruleset predefined. Console gaming is just to keep it all consistent and smooth, but completely agreed there is no reason a console shouldn't just be a full fledged PC with a bit of elbow grease and tinkering within reason. Often time it is just FOV is improperly configured by default, not that either or format high / low is incorrect. There is specific mathematical number dependant on perspective correct vertical / horizontal output that will be roughly most appropriate as a result of quite alot of different element taken into consideration. 70 horizontal 54.6 vertical is perfect for HALO COMBAT EVOLVED, 74 vertical is perfect for BF3 / BF4, 90 horizontal is nearly perfect for MODERN WARFARE ( excluding of course immersive 65 for single player experience ), it is truly dependant on the game with some logic via calculation based on aspect ratio resolution and most importantly game design. HALO 2 default is 78 for example, but I run 70 to keep it closer to COMBAT EVOLVED. Not to mention, hate the fact you can't build your own console on PC without an extreme level of knowledge / setup required to come remotely close to how simple it is to buy XBOX / TV and plug and play for a very long period. Also hate the sheer level of ignorance that these people instill when there were very tangible reason why MODERN WARFARE was better on XBOX 360 as a result of leveraged FRAMEBUFFER interpolation not replicated in any game seen today. See, it is easy to not grasp PIP with tangible FOV 4K / ULTRAWIDE. Good concept though, ULTRA MIRROR MULTI layer PIP that could leverage 2D / 3D bubbling screen space for stuff like EOTECH MAGNIFIER is quite interesting. Waiting to see it come into fruition however