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| Call of Duty - Maps and Modifications Map and Modification discussion for Call of Duty. |
| View Poll Results: Shall we implement iron sight zoom on the Tactical Gamer Call of Duty 2 server? | |||
| Yes |
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14 | 70.00% |
| No |
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6 | 30.00% |
| Voters: 20. You may not vote on this poll | |||
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#1 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Iron Sight Zoom
I know we have discussion on this going in a separate thread, but it's buried fairly deeply, and only seven people have expressed their opinions. I'm bringing the issue out into its own thread for better visibility.
From Wikipedia: The term iron sights refers to the open, unmagnified aiming system used to assist the aiming of a variety of devices, usually those intended to launch projectiles, such as firearms.... For those wondering, iron sight zoom is a game effect that applies a slight factor of magnification when using iron sights within Call of Duty 2. For example, if you switched to the iron sights on your Karabiner 98k, your vision would zoom slightly to bring you "closer" to the sights. This is what happens in vanilla Call of Duty 2. FYI, I now have both an "unzoomed" version (the current version on the server) and a "zoomed" version of TGWeapons available for our use. Let's decide once and for all which version we'd like to use. Please vote! |
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#2 (permalink) |
![]() Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,293
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Re: Iron Sight Zoom
Yes damn it, someone takes my sniper rifle im basically screwed. But i figured out i can put a magnifying glass on the screen i got a mini scope....so i voted yes, maybe not as much as stock but some is good.
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#3 (permalink) |
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Join Date: Dec 2005
Location: Toronto, ON, Canada
Posts: 55
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Re: Iron Sight Zoom
Vote yes.
Would it be 'realistic' to have a different zoom level on the rifles vs. the MGs? How about a zoom level 0.5 times the regular CoD2 for rifles and 0.25 times the regular zoom for MGs?
__________________
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#5 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Iron Sight Zoom
Quote:
1) Bolt-action rifles (63) 2) Semi-automatic rifles (65) 3) Machineguns (67) 4) Submachine Guns (70) The default iron sight zoom for Call of Duty 2 was more than this (50, I believe), so we'd be getting slightly less with the setup above. It actually seems to look and work pretty well. How does this sound? |
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#6 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: In the cell next to Icky.
Age: 53
Posts: 5,632
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Re: Iron Sight Zoom
Let's evaluate that and tweak if we have to.
__________________
Admin Graw 2-- Call of Duty ![]() TG_Mateo: "Forget freedom, democracy, the blues, New York Pizza: our lasting contribution to human society is Bourbon." Sloppy Joe: "Don't play this game like you are on your own, because if you do... it might become a reality." kin3: "I'll try but I have the grandchildren all day today and if I'm not wiped out I'll play."
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#7 (permalink) |
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Join Date: Dec 2005
Posts: 58
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Re: Iron Sight Zoom
Is the modified zoom actually working?
I just read on the WRM Forums... "The problem is that what you see done with the sights in stock settings is not an animation. To cut corners COD brings the rifle up as we see on our server then zooms the whole image. As of yet we cant seperate the 2 images (the world and your character). If we could seperate these 2 things then it would be treated very much like how RO models ADS." |
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#8 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Iron Sight Zoom
Quote:
Last edited by Strag; 02-26-2006 at 10:28 PM. |
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