• GUNSLINGER mod [S.COP] H&K MP5 / MP5SD / UMP45
    30 replies, posted
https://www.youtube.com/watch?v=mvEjVGJ-wKY Think we'll ever see this mod released within our lifetime?
People who make models of MP5s in games with ADS and have it set to that shitty aperture instead of the open notch need to be shot with one
Thats just a tad extreme
It's okay they only need to take a step to the side and the shooter would have no clue where they fucked off to Seriously though the interaction between vision and ironsights, apertures/diopters particularly, haven't been properly represented in a single game to my knowledge, and with that in mind it boils my piss when they choose to model them such that you can view a grand total of six pixels through them, doubly so when the sight in question has a much more screen-friendly setting.
GSC will have STALKER 2 out, good or bad, before gunslinger releases anything.
AFAIK Delta Force: Black Hawk Down might've represented it correctly, although doing it by having a bitmap overlays for ironsights.
Especially when in most situations you'd be using the battle sight on an SMG regardless. I dunno, what are the ranges, 50m for the battle sight and like 100 or 150 for the aperture? I have a feeling you don't typically want to use an SMG at those ranges anyways.
the v-notch sight on HK diopters sucks, you'd probably be better off using the peep sight even at closer ranges
I did not know that, I've never used a gun in my life.
It's called an exaggeration of my frustration about a seemingly inconsequential choice or oversight that negatively effects gameplay in games where it's present, intended for comedic effect. You should be able to make the distinction even if you find it unfunny, but here I am spelling it out for you.
So something like the cod MP5 is incorrect? Why is that? I'm genuinely curious https://files.facepunch.com/forum/upload/237454/680f873b-70d1-49fe-82db-2b080266e64f/image.png
While it's technically incorrect, this is an example of how to do it "properly" for the sake of gameplay. The rear sight on the MP5 is a rotating drum that has 4(?) different settings - this would be the "Battle-sight" intended for close range and maximum field of vision, ie the most screen-friendly setting. Most other games that have MP5s have you using one of the apertures (basically a hole in an otherwise solid block) intended for longer-range accuracy. In reality, this works because what you see through it isn't limited by the number of pixels that fit inside that hole - in addition to the fact you can aim and shoot with both eyes open, cancelling out some of the obscuration caused by the body of the rear sight. None of this is the case in games. I think it was Rainbow Six Lockdown that had semi-transparent sights, but as with DFBHD it used 2D overlays. I'm also pretty sure VBS2 had similar functionality with 3d models.
is there a single mp5 in video games that doesn't come with a bolt slap reload? not you, old counter strike
so why is it still incorrect? I think that's what I'm getting stuck on.
It should look closer to this: https://files.facepunch.com/forum/upload/224422/4dc97747-8870-45a3-aed9-45daed8e4ba8/1347850327m_SPLASH.jpg https://files.facepunch.com/forum/upload/224422/8e18ea67-1622-441c-b57c-84116eab9be5/Iron-Sights.jpg
I know it's only airsoft, but my MP5 won't hit very well with the V-notch, I always use the peep. In video game they are harder to implement due to how the screen and camera work, in real life the peep is really nice and easy to use.
Joint operations escalation used sprites to make a more realistic sight picture. Please excuse the weird music choices of this video but I couldn’t find pictures which demonstrated the effects in game https://m.youtube.com/watch?v=O7_J48qayeA
This guy scared the shit out of me when he popped up https://files.facepunch.com/forum/upload/163/0ea694f8-b3a6-419f-852e-a4745cf1e863/image.png
I could be completely wrong on this but iirc it's actually standard procedure for the weapon to make sure the bolt locks in place or some shit like that.
https://www.mg-42.net/im2/sight1.jpg If I'm not mistaken this is from the G3, but it's functionally identical bar range markings I imagine. In other words, the rear sight isn't modelled 2000% correctly but that's fine as a gameplay concession. The point I was making though, isn't that inaccurately modelled sights are necessarily bad, as those in the CoD4 screenshot you posted - rather the opposite. Without any sort of transparency or real-time fuckery of the model as a compromise, 80% of aperture sights, mostly on HKs (FAMAS is a rare but particularly egregious example too), tend to be shit in games because you're trying to track your target through a hole too tiny to see much through, surrounded by vision-blocking gun bits - not just underneath your point of aim like with most other weapons. It's because they're modelled accurately - and as indicated by .𓃉𓁿𓂎𓁿𓃉. it's probably realistic that a wielder would be using that setting over the others - that they suck for FPS. The exceptions tend to be those with a rear sight with edges narrow enough to not be that much of a visual obstruction and offer a wide enough field of view through the sight. This is often done even if it's not an accurate representation of the model for gameplay's sake. That said, I kinda hate when games take too much liberty with compromising the geometry, dimensions or use of ironsights. The Bad Company series is especially bad for it, where typically aiming down sights is sometimes more of an "It's the thought that counts" type of thing - the player is looking at the front sight across the top of the rear on many of its weapons. It's a bit finnicky and awkward to load a full mag on a closed bolt is what I've heard. This brings back some nostalgia. I both love and hate how high-level play involved leaning to dodge bullets like it's the matrix. But my question is, since 2d sprites are kinda out of the window these days, why hasn't something similar been done in 3d?
I hope you're not actually walking away from this thread with that confirmation. That second line has a lot more to discuss than i'm willing to do in this thread, but wanting realism in video games =/= being a psychopath, and I really want to know how you came to that conclusion
proper reloading procedure for the mp5 and g3 is as follows: pull back and lock bolt replace magazine slap charging handle so the bolt out of lock from under it's own spring power, performing what is known as an HK slap this is essentially what the instructions from the factory tell you what to do. the reason you want to let the spring send the bolt back in battery is because riding it forwards with your hand isn't going to fully close the bolt.
This reminded me of that the way most "realistic" shooters do reloading, where racking the bolt after changing mags is omitted if there is a round in the chamber is rather unrealistic with most weapons; as in reality without ammo-counters in place you're much better off sacrificing one round by racking the bolt rather than making a wrong guestimation and accidentally leaving your chamber empty.
It'd be really easy though to check the magazine you just took out to see if a round is in the top, and if there is one then then you know the gun already has a round in it.
I assume that's for balance with guns that have last round bolt hold opens like the AR-15. Those give you a definite indicator that the chamber's empty so you don't have to think about it otherwise, but if a player with an M16 or whatever in a game got the ability to reload faster by not manually working the action while another player with an AK didn't it'd give the M16 player an advantage. So they either make every gun have the player do the full reload with working the action every time, or they make every gun have the player psychically know if there's a round in the chamber or not and reload accordingly.
Technically yes, but in practicality you're supposed to reload your gun without looking at it and giving your magazine a big dumb stare will waste almost as much time as racking the bolt with most guns. Another option would be running you thumb over the top of the magazine to feel if it has a round. Fair point. The best option that I've come up with that I want to implement in my own games in the future is one where the player character automatically does the full reload and the player has to tap "fire" to cancel the bolt racking. At least in a game without ammo-counters always visible.
Or have it the other way round - the player has to press a control to cycle the bolt. That way it's in the players hands to realise when they need to, gives them the opportunity fuck up in neglecting to do so, or leaves it up to them to make a policy of doing it every reload. Zombie Master: Black did this, I found it really cool. I guess Receiver counts too, but operating your firearm was 90% of the gameplay, and most of the time if you had need to reload you were either doing it in absolute safety, or you were already dead.
KF2 sort of has manual mag checks too, pressing the reload key with a full mag will have your character do a random choice of chamber check, mag check or just showing off (eg spinning revolvers). Of course, since it's on the reload key, doing it with a partially empty mag has your character telepathically be aware of this and reload normally.
Not sure but some sight mods on payday 2 use model culling to make the sights more open whenever you aim. Also the only experience I have with JO is doing cooperative maps designed by my friends where the the enemy have auto-aim and can lock onto you from the ground WITH STINGER MISSILES.
Games should indeed experiment more with reloading and weapon handling mechanics, but how its implemented is dependent on how one wants to enforce the setting. In my prospect game title the player is taking the role of some special operative, so a system with manual input needed for chambering might not fit. But a post apocalyptic game where the player takes the role of some everyday person might fit generously letting the players easily mess up with gun handling. One game I saw drop the ball with its reloading mechanics was Last of US, where they did it right with very simple and smooth reloading mechanics for a narrative driven third person shooter, but the animations did not fit the theme with Joel and Ellie dumping magazines on the ground as if they grow like invasive fungus, doubly so with the magnum revolver that has Joel dispose of the entire fucking cylinder.
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