wizard puke
Refugee
Your gun is in your chin and renders through walls in almost every fps game but this is the thing that makes it unrealistic for you? 

If you assume that the sway would be random AND unrelated to the actual point of aim, then absolutely, I'd be filing bug reports. The current "Crosshairs even while aimed" would be better, because a sway animation without relevance to the shooting would just drive me up a wall ...And that is a lot of discomfort to swallow for just some hint of realism IMHO
Ok, I might be a taad slow today, but, I went back and understood the issue (I think):
If you assume that the sway would be random AND unrelated to the actual point of aim, then absolutely, I'd be filing bug reports. The current "Crosshairs even while aimed" would be better, because a sway animation without relevance to the shooting would just drive me up a wall ...![]()
But as I assume the current system is sway-based already, I didn't even think to suggest otherwise.
The Laser Dot mod I've been railing about. It's quite a good pointer at that..What evidence seems to point in that direction?
Might be plausible there's a mechanic for it in the game env they're working on top of.This would (IMHO) only be the case if they had inherited code from or adapted a shooter game where weapon sway was included.
Test the laser, guess more after. I agree it is a more expensive way, but not THAT much more expensive, couple of cycles (x_travelSpeed + rnd(-0.5,0.5) .. x_coord + travelSpeed, every 1/60 sec)And how they produce that randomness internally is not known,
pi*r^2 or pi*(d/2)^2 or (pi * d^2) / 4Also, I'll give a cookie to anyone who can post the formula for the area of a circle without googling it first.
We need to make it even more complicated. We need a found ammo type and a self-manufactured ammo type that each have their own failure rates. then we need to program the game to simulate getting powder blow-back in your face.
Also, I'll give a cookie to anyone who can post the formula for the area of a circle without googling it first.
xkcd had a few useful ones recently, the infamous circle included: https://xkcd.com/2509/Also, I'll give a cookie to anyone who can post the formula for the area of a circle without googling it first.
xkcd had a few useful ones recently, the infamous circle included: https://xkcd.com/2509/
theFlu said:Go ahead and file that bug report then.It's a little while ago, but I did tests with it early on.. set up a 2x2 wall, aimed at the cross between them, and destroyed one of the blocks based on the dot. Didn't hit the three other blocks once. I think it also worked with the crossbow, the bolts that remain landed exactly on the dot.
EDIT add: A good use for the dot is to land sneak attacks.. it shows the distance to target with its size, so you can be relatively sure you're not aiming at a door frame or some such nonsense ..![]()
meganoth said:Why should I allow you to store a cookie in my browser?![]()
Excellent, not only because you seem to have landed on the same page I were, but because your testing sounds pretty comprehensive. For instance I haven't tried shooting "past" blocks, just at selected spots on a solid wall - basically the same test, but aiming past it could've had an unexpected effect.I tested the crosshairs with and without laser dot right now.
Excellent, not only because you seem to have landed on the same page I were, but because your testing sounds pretty comprehensive. For instance I haven't tried shooting "past" blocks, just at selected spots on a solid wall - basically the same test, but aiming past it could've had an unexpected effect.
And yeah, the pointer/aim is pretty dead center most of the time when testing - it moves a lot more when the player is moving. The crosshairs should reflect that by closing in if that's the case, but I'm just guessing that they haven't honed the system to that level yet. As in, haven't decided how random the aim should be etc.
Could be worth a bug report, I'd assume it's a known issue though; you can't really not see it if you're testing it at all, should come up in dev testing already.