[wipz] Zoom Reworked

Post » Sun Jul 11, 2010 1:02 am

I wonder if anyone did this yet? Couldn't find anything and writing the script took 30 minutes so well even if it already exists...

Anyway, this mod allows you to toggle between normal view and zoom with scoped weapons, so you no longer have to hold down the button all the time. Also, the zooming effect is removed from scopes.
For unarmed/non-scoped/melee weapons, everything is as it used to be.

http://fallout3nexus.com/downloads/file.php?id=11312

It's WIP because it's just the first of multiple features I have planned. These include:
- A breathing/heartbeat sound when sniping, and the ability to hold your breath for improved accuracy.
- Some additions to the sniper HUD (breath, hotkeys for chems? i.e. diazepam)
- zoom in/out, based on sniperzooming, but with fixed zoom levels based on the type of scope.

And finally, some distant ideas:
- Fundamentally different types of scopes. For example, some are optical, with 3 fixed levels, some use advanced technology, with dynamic zooming, infra-red mode, enemy anolysis (like a real-time VATS :o).

What do you think about it?

Edit: Ah and I forgot to ask, do any of you know where to find nice sound effects for the heartbeat and the breathing? The sprint mod has some for breathing, but they are a little to heavy for my purpose.
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SaVino GοΜ
 
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Post » Sun Jul 11, 2010 8:02 am

Sounds awesome, how do you plan to keep this compatible with mods like WMK, FWE and FOOK?
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Quick draw II
 
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Post » Sun Jul 11, 2010 3:22 am

That's a good question :) Compatibility is based on the assumption that it's possible to find out which scope model/type is attached to a weapon (per script), which isn't too unrealistic.

Edit: I implemented the "hold breath" functionality, however whats missing is the actual effect on gun wobble. I don't know much about game settings, so what would be the best way to temporarily stop or greatly reduce wobbling? fGunWobbleMultScope?
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jessica Villacis
 
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Post » Sun Jul 11, 2010 9:30 am

Bump for new version, alpha 0.2.

You can now hold your breath while sniping/zooming to temporarily increase accuracy. It's basically the same as in Call of Duty 4.
My basic motivation for adding this effect was that I found sniping either too hard or to effective. Too hard, because in the beginning it's almost impossible to hit anything, BUT once you get used to using bullet time for sniping (as an FWE user), your weapon skill practically doesnt matter anymore (at least for me thats the case) because you can easily headshot all enemies you come across most of the time (10 raiders? pop pop pop...). So I ended up using my sniper rifle for everything, even close combat :)

Now, at lower skill levels you have to hold your breath more often and longer to make accurate shot, so the overall headshot frequency should be lower. As your skill increaes, so will your ability to rapidly fire accurate shots.

Currently im working to integrate zooming based on Artorps Zooming Scoped Weapons with fixed zooming steps depending on the weapon/scope.
Scope detection will be based on weapon range and weapon zoom fov. This is not as good as a FOSE getScopeType would be, but enough enough to allow for distinction of 3 range types.
For example, a scoped 10mm smg is detected as 1-step zoomable, assault rifles or the fn p90 are 2-step zoomable and the sniper rifle, the gauss rifle(s) etc are 3-step zoomable.

It's still an alpha version, so no user-friendly configuration yet.

http://fallout3nexus.com/downloads/file.php?id=11312
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Carlos Rojas
 
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Post » Sun Jul 11, 2010 7:08 am

And so my monologue continues... :(

Bump for version 0.3, still at http://fallout3nexus.com/downloads/file.php?id=11312.

I added support to zoom in/out (I decided to start from scratch, so it's not based on Artorps Zooming Scoped Weapons), and the thing with the multiple scopes I had mentioned in my first post.

So, what this mod does, as of now:
  • Allows you to toggle between normal view and zoom with scoped weapons, so you no longer have to hold down the button all the time. Zooming for scoped-weapons now also happens instantly. For non-scoped weapons, everything is as is used to be.
  • You can hold your breath for up to 5 seconds by pressing the left ALT key to temporarily increase accuracy when zooming. The longer you hold it the more time it will take until you're calm again.
  • Zoom in & out with the mouse wheel, with zooming steps based on the type of scope/weapon you're using:
    • Conventional weapons have an optical zoom, with 3 steps for sniper rifles, 2 steps for assault rifles and a single step for sub-machine guns etc.
    • Energy weapons have an improved scope that allows continueous zooming
    • Everything is script-based, so it's supposed to work with all mods that add scoped weapons (i.e. WMK).
    • Includes sound effects for holding breath, zooming in/out

I would really appreciate it, if some of you could give it a try and give me some feedback.

I decided the HUD stuff with hotkeys for tranq chems while sniping isn't worth it, so I'm not sure which addiotnal features to add. Originally I had planned to "pimp" the scope view of energy weapons a little, for example with several modes for heat vision, night vision, or that it would somehow scan the enemy under the crosshair and display some information, but maybe this is something that would be better implemented in a power armor helmet or something like that. So I don't think I will pursue this further for now.

What I would love to add are some random effects while sniping that could distract you (and result in temporarly increased wobbling etc, or simply startle the player). For example, a fly could suddenly land on the lens. Or a gust of wind would blow a leave onto it. Or you would simply have to cough occasionally. These effects, of course, would be really really rare. But to do this I would need some help with the textures.

So, if anyone has some ideas for additional features, don't be shy
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My blood
 
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Post » Sun Jul 11, 2010 1:58 am

I'll give this a go tonight, it sounds awsome!
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Chris BEvan
 
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Post » Sun Jul 11, 2010 8:08 am

This is really nice, it seems to work perfectly :)
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Lizbeth Ruiz
 
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Post » Sat Jul 10, 2010 9:58 pm

This is really nice, it seems to work perfectly :)

That's good to hear :)! I also uploaded a short http://www.youtube.com/watch?v=GWpHnaOyGS0 on youtube to show how it works. I haven't done much testing in heavy combat, so I hope everything is smooth there as well. (Edit: Just to be safe: No NPCs were harmed during the production of this video!)
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Amanda Leis
 
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Post » Sun Jul 11, 2010 2:18 am

Wow, that looks great. I think I might use this instead of that other one.
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Hazel Sian ogden
 
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Post » Sun Jul 11, 2010 10:07 am

Gave this a go last night and, once I finally figured out the key remapping, it worked out quite well. I especially liked the "holding your breath" feature. I used that in conjuntion with bullet time and with a small guns skill of ~30 I was able to pick off raiders from pretty far away.
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neil slattery
 
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Post » Sun Jul 11, 2010 2:07 am

So, call me captain oblivious, but you are apparently gearing this mod with FWE+MMM+WMK in mind, yes?
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ZzZz
 
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Post » Sun Jul 11, 2010 12:41 am

Looks great! That demo is really low-res though...
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Stay-C
 
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Post » Sun Jul 11, 2010 3:16 am

I'll try give this a shot. It's well worth it for the breath holding alone, I found with the other mouse-wheel zooming mod I couldn't hit anything because of the sway.
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Khamaji Taylor
 
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Post » Sat Jul 10, 2010 10:57 pm

Well as soon as I get a confirm on the mod setup schlangster uses, I'll be more than happy to download this and use it. The Youtube video was a great way to lure me right in.
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kyle pinchen
 
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Post » Sun Jul 11, 2010 1:43 am

Gave this a go last night and, once I finally figured out the key remapping, it worked out quite well. I especially liked the "holding your breath" feature. I used that in conjuntion with bullet time and with a small guns skill of ~30 I was able to pick off raiders from pretty far away.

I'll fix the need to manually rebind your keys in the next version by adding a config menu and a small wizard that is diplayed after the mod was installed. I know it's not very intuitively yet, so thanks for trying it anyway.

So, call me captain oblivious, but you are apparently gearing this mod with FWE+MMM+WMK in mind, yes?

Well I never played FO3 without any of these above mods :D (I just recently bought it), so I guess unconsciously every mod I make is meant with those in mind. However, it doesn't depend on them. Every weapon with a scope is automatically supported.

Looks great! That demo is really low-res though...

Thanks :) I noticed the low quality only after I uploaded it (me=youtube noob)
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Robert DeLarosa
 
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Post » Sun Jul 11, 2010 12:42 am

So, call me captain oblivious, but you are apparently gearing this mod with FWE+MMM+WMK in mind, yes?

It works fine with them, it seems. First gun I tested it on was a scoped chinese AR, worked fine. Next gun I tested was an expanded-magazine sniper rifle - worked fine, 3 different zoom settings ranging from really, really far away to just far away, so it seems to work great with WMK.
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Lil'.KiiDD
 
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Post » Sun Jul 11, 2010 9:56 am

Yeah I got impatient and downloaded it without a response. You've done a heck of a job here. And I'm glad you like FWE! What do you think of the new Icons?
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Dawn Porter
 
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Post » Sun Jul 11, 2010 1:49 am

Yeah I got impatient and downloaded it without a response. You've done a heck of a job here. And I'm glad you like FWE! What do you think of the new Icons?

I like them a lot, great attention to detail and true to the original fo3 style (and I know you created them so GJ)! I'm a bit of a consistency-nerd, so that some of the CFO weapons had their own icon theme before was always bugging me.
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Bereket Fekadu
 
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Post » Sun Jul 11, 2010 7:05 am

Okay, I downloaded the mod fine, but I the aiming doesn't toggle. You have to hold it down like before, yet everything else works fine. I'm confused.
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Claire Jackson
 
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Post » Sat Jul 10, 2010 10:04 pm

Okay, I downloaded the mod fine, but I the aiming doesn't toggle. You have to hold it down like before, yet everything else works fine. I'm confused.

This sounds like you forgot to reassign your original zoom key (see readme). Open your control settings and unbind Block from your right mouse key. Then reassign it to L on the keyboard.
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NEGRO
 
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Post » Sun Jul 11, 2010 5:36 am

Oh, thanks. Thought I'd missed something.

EDIT: What do I press in the action mapping menu to unbind the right click?

EDIT2: figured it out.

Anyway, time for the review! I love the blur and steady features when sniping, it looks really professional without making the small guns skill pointless for sniping. Good.

Is there any chance that you'll add the toggle feature to all the other guns in the game, other than just snipers? 'Cos your mod at the moment causes my other aim toggle mod to not work properly and therefore not toggle.
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The Time Car
 
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Post » Sun Jul 11, 2010 2:00 am

Oh, thanks. Thought I'd missed something.

EDIT: What do I press in the action mapping menu to unbind the right click?

EDIT2: figured it out.

Anyway, time for the review! I love the blur and steady features when sniping, it looks really professional without making the small guns skill pointless for sniping. Good.

Is there any chance that you'll add the toggle feature to all the other guns in the game, other than just snipers? 'Cos your mod at the moment causes my other aim toggle mod to not work properly and therefore not toggle.

Oh, so there is another toggle zoom mod, I didn't know. Anyways, I considered leaving the zoom for unscoped weapons like it was a feature, because personally I only wanted it for sniper rifles. But it's a good idea to make the toggle optional with all weapons, so for the next version I will probaby add an option to the config menu to choose between sniper-only and all weapons toggle.
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SUck MYdIck
 
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