AE talk:Sniper scope and prone mode: Difference between revisions

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:I remember two sniper scripts. One with prone mode and one with advanced zoom. Haven't found the second script so far. <strike>(A combined version would rock.)</strike> (Ahh, I forked the wrong function, zoom works and the other script is redundant now. ^^)
:I remember two sniper scripts. One with prone mode and one with advanced zoom. Haven't found the second script so far. <strike>(A combined version would rock.)</strike> (Ahh, I forked the wrong function, zoom works and the other script is redundant now. ^^)


:Here's a [http://www.paradox.oni2.net/AE_vid/sniper_mode_(xvid).avi xvid (66 MB)] made with script one. Something useful in there? How many seconds are needed? --[[User:Paradox-01|Paradox-01]] 15:46, 15 August 2008 (CEST)
:Here's a [http://iritscen.oni2.net/wiki/Paradox-Sniper%20mode%20(xvid).avi xvid (66 MB)] made with script one. Something useful in there? How many seconds are needed? --[[User:Paradox-01|Paradox-01]] 15:46, 15 August 2008 (CEST)


:That footage is good, thank you 'dox. Do I understand that there is also a zoom function? I never got the mod to work, so I'm ignorant. If there is a zoom, I would only ask that you record another few kills that use the "scope", perhaps on another level to keep things interesting. Thanks. --[[User:Iritscen|Iritscen]] 18:04, 15 August 2008 (CEST)
:That footage is good, thank you 'dox. Do I understand that there is also a zoom function? I never got the mod to work, so I'm ignorant. If there is a zoom, I would only ask that you record another few kills that use the "scope", perhaps on another level to keep things interesting. Thanks. --[[User:Iritscen|Iritscen]] 18:04, 15 August 2008 (CEST)
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:To show off the sniper mode in detail you need 2 to 4 seconds; it can be part of a considerably longer sequence labeled "new gameplay". Here is a video I released a long time ago: http://geyser.oni2.net/_VIDEO_/WMV/RifleScope.wmv . Not the best-looking variant because of the time it takes the engine to interpolate the mismatching elevation of the camera, but it should give you an idea of how to show off the key features: the crawling is so-so, but crouching or relocating sideways from prone to prone look nice enough. You'll probably want me to update the script to make the zooming transition look better, but I'm not sure when that'll happen: http://geyser.oni2.net/_VIDEO_/WMV/RifleScope.zip --[[User:Geyser|geyser]] 18:26, 15 August 2008 (CEST)
:To show off the sniper mode in detail you need 2 to 4 seconds; it can be part of a considerably longer sequence labeled "new gameplay". Here is a video I released a long time ago: http://geyser.oni2.net/_VIDEO_/WMV/RifleScope.wmv . Not the best-looking variant because of the time it takes the engine to interpolate the mismatching elevation of the camera, but it should give you an idea of how to show off the key features: the crawling is so-so, but crouching or relocating sideways from prone to prone look nice enough. You'll probably want me to update the script to make the zooming transition look better, but I'm not sure when that'll happen: http://geyser.oni2.net/_VIDEO_/WMV/RifleScope.zip --[[User:Geyser|geyser]] 18:26, 15 August 2008 (CEST)
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:[http://www.paradox.oni2.net/AE_vid/sniper_zoom_mode.avi Some zoom vids (76 MB)] Let's say "first try" but still worth to take a look at it, imo. Will practice it bit more and try to record more zooms tomorrow. --[[User:Paradox-01|Paradox-01]] 22:05, 15 August 2008 (CEST)
:[http://iritscen.oni2.net/wiki/Paradox-Sniper%20zoom%20mode.avi Some zoom vids (76 MB)] Let's say "first try" but still worth to take a look at it, imo. Will practice it bit more and try to record more zooms tomorrow. --[[User:Paradox-01|Paradox-01]] 22:05, 15 August 2008 (CEST)


:Hey, I really like those! I think that, unless there's something there that geyser's not happy with, that footage should be fine. It looks cool to me. I would prefer at this point if you could help with some of the other recordings, such as the ones I have trouble with (like the Mukade clones; the main problem with Loser's footage was the textures on the Mukades was messed up, and the mod's not working on my Mac yet). --[[User:Iritscen|Iritscen]] 22:50, 15 August 2008 (CEST)
:Hey, I really like those! I think that, unless there's something there that geyser's not happy with, that footage should be fine. It looks cool to me. I would prefer at this point if you could help with some of the other recordings, such as the ones I have trouble with (like the Mukade clones; the main problem with Loser's footage was the textures on the Mukades was messed up, and the mod's not working on my Mac yet). --[[User:Iritscen|Iritscen]] 22:50, 15 August 2008 (CEST)
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:I do have a few problems with Dox's latest scope footage: some things that will be settled later, and some that should be taken care of now so that the set of placeholder cuts is complete.  
:I do have a few problems with Dox's latest scope footage: some things that will be settled later, and some that should be taken care of now so that the set of placeholder cuts is complete.  
#My script is flawed in that the camera starts by zooming in ''and down'' at the player most of the time, which is awkward/anticlimatic/lame. I will definitely try and fix this, but for the time being you can just pick your cuts so that they capture only the moments when the camera seems to zoom straight ahead as intended. This (decent-looking zoom) typically occurs after you relocate (either creeping or prone-strafing) and then stop (when you creep/prone-strafe around, the scope is temporarily disabled, but the camera's elevation is not reset, hence later zoom transitions look better)... Also, the awkward "zoom-down" effect tends to be less awkward if you're aiming down from high places, and ''more'' awkward if you're using a male character (because the camera parameters are a compromise favoring Konoko). Like I said, I will try and fix the script Soon Enough, but for now just record some more and keep only the flawless-looking zooming scenes
#My script is flawed in that the camera starts by zooming in ''and down'' at the player most of the time, which is awkward/anticlimatic/lame. I will definitely try and fix this, but for the time being you can just pick your cuts so that they capture only the moments when the camera seems to zoom straight ahead as intended. This (decent-looking zoom) typically occurs after you relocate (either creeping or prone-strafing) and then stop (when you creep/prone-strafe around, the scope is temporarily disabled, but the camera's elevation is not reset, hence later zoom transitions look better)... Also, the awkward "zoom-down" effect tends to be less awkward if you're aiming down from high places, and ''more'' awkward if you're using a male character (because the camera parameters are a compromise favoring Konoko). Like I said, I will try and fix the script Soon Enough, but for now just record some more and keep only the flawless-looking zooming scenes
#*Actually, I wasn't even going to show the part where the camera goes into sniper mode. I think just showing the actual sniping is perfectly explanatory and the "entry" part would just slow down the trailer. So don't worry about the camera movements for now.
#Dox's latest video leaves out prone, and even his previous video didn't show off sideways relocation (prone-strafing) and falling back into prone (which I think is cool). The typical scene I'd show is: a zoom view of a faraway enemy (maybe shooting at you), then you snap out of the crouch/prone, relocate sideways while aiming in the same direction, stop, zoom in and blam! BTW, don't finish off superhealthy enemies, because typically only have the time to show one shot per cut anyway... unless you show the footage at double speed, that is.
#Dox's latest video leaves out prone, and even his previous video didn't show off sideways relocation (prone-strafing) and falling back into prone (which I think is cool). The typical scene I'd show is: a zoom view of a faraway enemy (maybe shooting at you), then you snap out of the crouch/prone, relocate sideways while aiming in the same direction, stop, zoom in and blam! BTW, don't finish off superhealthy enemies, because typically only have the time to show one shot per cut anyway... unless you show the footage at double speed, that is.
#As you can see, you're at the AI's mercy when prone, because their aim is quite good (usually you don't notice because the projectiles are slow and you keep dodging them): it does make a little sense, and maybe there's not much that needs fixing there, but - for the trailer just avoid being showered in plasma, otherwise it looks like by getting into prone mode you're taking lots of unnecessary damage, which is uncool ^_^
#As you can see, you're at the AI's mercy when prone, because their aim is quite good (usually you don't notice because the projectiles are slow and you keep dodging them): it does make a little sense, and maybe there's not much that needs fixing there, but - for the trailer just avoid being showered in plasma, otherwise it looks like by getting into prone mode you're taking lots of unnecessary damage, which is uncool ^_^
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:Maybe I forgot to say something, but I don't think anyone will complain if I just stop here.
:Maybe I forgot to say something, but I don't think anyone will complain if I just stop here.
::[[User:Geyser|geyser]] 05:21, 16 August 2008 (CEST)
::[[User:Geyser|geyser]] 05:21, 16 August 2008 (CEST)
For steady aiming, try changing "gs_input_accel" [[User:Gumby|Gumby]]
:AFAIK, gs_input_accel has nothing to do with the mouse sensitivity. Rather, it defines the "sensitivity" of manual camera panning. --[[User:Geyser|geyser]] 06:57, 16 August 2008 (CEST)
==Filling in...==
#'''zoom snipes only '''(if you mean zoom and shot by "expeditive" than these 2 second somehow too less time)
##[http://iritscen.oni2.net/wiki/Paradox-Two%20more%20zooms.avi static target and running target]
##[http://iritscen.oni2.net/wiki/Paradox-Kneeling%20and%20sniping%20Konoko.avi Konoko kneels and shots]
#'''snipes after relocating
##[http://iritscen.oni2.net/wiki/Paradox-Relocating%20during%20hostile%20sniper%20fire.avi relocating SWAT during hostile sniper fire] (by coincidence ^_^) not exactly but quite: ''The typical scene I'd show is: a zoom view of a faraway enemy (maybe shooting at you), then you snap out of the crouch/prone, relocate sideways while aiming in the same direction, stop, zoom in and blam!''
##:it's captured in slow motion to make aiming easier (you can play it in double speed for the trailer, right? btw, maybe you add a "bullet time" function into the final script)
##[http://iritscen.oni2.net/wiki/Paradox-Relocating%20Konoko.avi relocating Konoko during hostile sniper fire]
#'''extra cut
## .. hmmmmmm, let's see ..
::;Dox
#by expeditive I mean [[wiktionary:expeditive|expeditive]]... what do ''you'' mean by "than these 2 second somehow too less time" ?
##Wait till I fix the script so that the zooming is more natural; and practice leading moving targets smoothly (reducing your mouse sensitivity in Windows will help)
##The awkward zooming is less awkward than it could have been, granted. Maybe do the magical respawning guys on ACC(exterior), SP2?
#in both cases you relocate "long" after you've zoomed out; it could be more exciting if you strafed/crept/rolled "directly" out of a zoomed view of an enemy shooting at you
##carousel is not half speed, so doubling the speed of your footage would give us footage slightly faster than normal; it's OK; as for bullet time: it's easy to include in any mod; it's a bit slow and "trivial" for the trailer...
##would be more impressive if he had a plasma rifle or a WMC, definitely
#just set up the above ideas and the others - the final recordings must be done with a fixed script, unless you scrap the zooming, which I don't think is a good idea.
##If you want an original-looking extra, you can play as a sniper and shoot an AI Konoko: one that's dashing to a console or flag - or one that's fighting against a bunch of enemies (in that case the scope should make you able to get a good view of the brawl and then take out Konoko when you get a clear shot or are feeling lucky).
::[[User:Geyser|geyser]] 02:14, 19 August 2008 (CEST)
*[[wiktionary:expeditive|expeditive]] doesn't exist but I now assume it means "fast". And that's my dilemma: I'm not a that fast sniper. Going into sniper mode, zoom, adjustment, shoot, impact - it's hard to get all in 2 seconds.
*WMC and sniper is kinda a contradiction in terms but lets try. How about a red or grey suit for him?
*'''Maybe do the magical respawning guys on ACC(exterior), SP2?''' Shapeshifters, right?
*Playing as hostile sniper sounds promising. --[[User:Paradox-01|Paradox-01]] 00:16, 20 August 2008 (CEST)
[[Category:Obsolete AE mods]]