Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on June 09, 2003, 02:32:00 pm

Title: view zoom
Post by: phreak on June 09, 2003, 02:32:00 pm
i know there is a movement to get the zoom changed to make ships seem bigger.  i found something in freespace.cpp (line 857) that changes it. i've tried changing it around and it doesn't seem all that right. maybe i'm used to the way it has been

Code: [Select]

#define VIEWER_ZOOM_DEFAULT 0.75f


changing it to .5 would zoom in on everything but your fov is limited

changing it to 1 would give a "fisheye" effect (good if your character is a vasudan?)

i'm not touching this. period.
Title: view zoom
Post by: Solatar on June 09, 2003, 03:37:56 pm
Sniper zoom?;7
Title: view zoom
Post by: Bri_Dog on June 09, 2003, 04:06:27 pm
Quote
Originally posted by Solatar
Sniper zoom?;7


That would be cool for a rail gun. If you used the rail gun to snipe turrets off a ship at long range.
Title: view zoom
Post by: Bobboau on June 09, 2003, 06:59:04 pm
what about changeing it to
float   VIEWER_ZOOM_DEFAULT = 0.75f;
and setting up a comand line option
Title: view zoom
Post by: Bobboau on June 09, 2003, 08:26:52 pm
actualy better than that in the debug key prosesing(process_debug_keys() in keycontrol.cpp) add this
Code: [Select]

case KEY_DEBUGGED + KEY_ALTED + KEY_EQUAL:
case KEY_DEBUGGED1 + KEY_ALTED + KEY_EQUAL:
{
Viewer_zoom += 0.1f;
g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "viewer zoom raised to %0.2f" , Viewer_zoom);
}
break;

case KEY_DEBUGGED + KEY_ALTED + KEY_MINUS:
case KEY_DEBUGGED1 + KEY_ALTED + KEY_MINUS:
{
Viewer_zoom -= 0.1f;
g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "viewer zoom lowered to %0.2f" , Viewer_zoom);
}
break;


remember to add these declairations before the function def or it won't know what to do
extern float Viewer_zoom;
extern vector Eye_position;
extern matrix Eye_matrix;
extern void g3_set_view_matrix(vector *view_pos,matrix *view_matrix,float zoom);

this will alow you to change the zoom in and out at will with the debug console ('~' + 'alt' + ('+' || '-')), I think .35-.25 looks the best

I think I can adapt this to have a sniper scope effect realy easy
Title: view zoom
Post by: NecroBob on June 09, 2003, 08:45:45 pm
why not have it as a tbl'ed value based off the species of the player? :nervous:

Bob
Title: view zoom
Post by: Bobboau on June 09, 2003, 10:25:40 pm
well I'm implementing sniper zoomthere will be three new table entries (min_zoom max_zoom zoom_time) three new controle bindings (zoom_in zoom_out reset_zoom) and posably new HUD art (later, for now you'll be lucky to get a printfed value) and sounds.
I am going to set it up so that you can zoom with only one weapon selected at a time (so you can't use one sniper weapon to cheat with another weapon)
Title: view zoom
Post by: Bri_Dog on June 09, 2003, 10:41:24 pm
Why not add a 'snipe' flag to to the weapons tbl? Make it so that only weapons with that flag can use the zoom feature?
Title: view zoom
Post by: Bobboau on June 09, 2003, 11:00:37 pm
well lets say to have some super powerfull weapon with a huge range (like the maxum) in one bank and a sniper weapon in the other, also let us say that the sniper weapon is no were near as good at tearing hull and subsystems as the maxum and yet you are able to use the sniper weapon to aim the maxum from a great distance to quickly and easily snip all the turrets of a destroyer without getting into weapons range. now yes you  could still swich between them but you will need to re-zoom and and swich and that will make it less of a cheat, I am planing on makeing a "snipe" flag but it will be used mostly for AI
Title: view zoom
Post by: kasperl on June 10, 2003, 05:55:01 am
is this already implemented, or is it still a WIP?
Title: view zoom
Post by: Goober5000 on June 10, 2003, 07:40:40 am
I don't like the zoom; I've experimented before, same as Phreak, and the results were very unpalatable.  I don't think this would be a good idea.
Title: view zoom
Post by: Alan Bolte on June 10, 2003, 07:59:33 am
Well, honestly, why would it be connected with a particular weapon? Doesn't really make sense. I would think the in-universe idea here would be that your HUD magnifies the view. Now, I've played the demo for Homeplanet, which has a button which gradually increases the zoom to a certain max, and found it to occasionally be helpful, even with just standard guns. Needless to say, the difference in physics might make it useless in FS2, but I don't know as I haven't experimented with it.
Title: view zoom
Post by: Flaser on June 10, 2003, 08:06:47 am
Adding a cone of fire would fit nice with this idea.
Most weapons shouldn't always hit the reticle perfectly.
Title: view zoom
Post by: Krom on June 12, 2003, 12:38:09 pm
It only makes sense that if you are zooming in the ship should be made a lot less sensitive, meaning it should turn much slower (easy way to stamp a warning "DONT DO THIS IN A DOGFIGHT!").  This would make player beams much more intersting, if you could zoom in and fire one off at a great distance accurately.

Just my 2 cents.
-Krom
Title: view zoom
Post by: pyro-manic on June 12, 2003, 03:04:10 pm
Anybody played Echelon? That's got a zoom function on the HUD. It's really good for blasting tanks at long range with a heavy plasma cannon ( ;7 ), but it's useless for hitting other fighters. It would probably only be good for taking out capship systems, because fighters move about too much to lead accurately.

Echelon is pretty cool, by the way - I'd recommend it if you haven't already played it. You can get it for five quid from Game, and the sequel is being released soon (the demo is out already).
Title: view zoom
Post by: KARMA on June 12, 2003, 03:24:16 pm
actually i'd like it for the swmod, since sw ships are ridicously  far smaller than those in fs2verse
i haven't understood if your problem is simply that you see the ships different than what you are used to (this will not be a prob with completely new ships obviously), or it simply gives visual problems,
btw a command line in the next release to at least test it would be really REALLY very appreciated from the swmod, thanks