Description

Adds full-fledged picture in picture scopes to the game. ALPHA VERSION

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See Through Scopes v1.3 ALPHA \ PIP Scopes For Anomaly
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EricSol
EricSol - - 280 comments

*reserved for the upcoming cult worshipping the author*

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Сер-Оругу
Сер-Оругу - - 152 comments

i always want a standalone PIP scope for Anomaly, and now my dream has come true! Thank you so much for your effort and i will see you again in your final version of your masterpiece!

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Spuchel Author
Spuchel - - 122 comments

Thank you ♡ I hope your expectations will be met

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Spuchel Author
Spuchel - - 122 comments

UPDATE NOTES:
-------------------------------------------------------------------------------------------------------------------
May 24, version 1.3

-Fixed, what should have been fixed in the last patch, since I published the wrong archive, i don't want to talk about it...

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May 24, version 1.2

-Fixed "attempt to call method 'GetZoomType' (a nil value)"

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May 22, version 1.1

-Fixed compatibility issue: "[wpn_mosin_wpn_addon_scope_pu] bla bla bla"

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May 23, version 1.0

-New PSO-01 scope, so far only for AK74N

-Leupold Mark 4 scope added for L96

-Improved the appearance of the lenses
The reason for such rapid update. Future ones will be less frequent, but contain more content.
-------------------------------------------------------------------------------------------------------------------
May 22, version 0.2

-Junk files have been removed from the archive.
Nothing critical, WORK and WORK 2 can be deleted from the folder \gamedata\textures\pipscope

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Guest
Guest - - 689,966 comments

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agaithbluecoat
agaithbluecoat - - 2 comments

if you develop this mod to the point it is compatible with G.A.M.M.A, i will personally give you head on god dude.

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Spuchel Author
Spuchel - - 122 comments

Will see, remind me which weapon pack is used there by BaS or something of their own?

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manzmnl
manzmnl - - 485 comments

GAMMA uses BaS, Gunslinger Weapons and GAMMA Weapons Pack - so yeah, it's a modified mix of different mods, made specifically for GAMMA.
But what I can tell is, that aside from Tacticool Scopes and shader based scopes, they didn't modify scopes in general. Pretty much every other scopes replacer for BaS works in most cases, if Tacticool is disabled.

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H4wK32
H4wK32 - - 6 comments

I'm taking a place here to make the same request. I would like to see this on GAMMA *.*

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Devalinor
Devalinor - - 10 comments

And EFP please :')

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EricSol
EricSol - - 280 comments

The hero we did need but did not deserve...
I´ll screenshot your comment mate.

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Bass-Junkie
Bass-Junkie - - 532 comments

does the fps get cut in half 50 % less fps instantly when using these scopes liek the bas pip scopes ?

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Spuchel Author
Spuchel - - 122 comments

The statement about 50% is not entirely true, it depends on the system. Usually from 60 fps its drop to 50, sometimes in overloaded moments I have this 50%. No optimizations have been carried out, but the shader is different from BaS, so the answer is "probably".

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Grokitach
Grokitach - - 896 comments

Halves your FPS and makes a lot of guns unusable because of how camera animations work for recoil… (or else you play without any form of recoil). Slapping PiP on all guns without actually fixing PiP code is just an eye candy: gameplay wise it works for snipers when locking fps at 60 while you can play at 110 fps usually but that’s it sadly :( . What's needed is mainly having the bullet land where the gun is actually pointing and having free gun movement (so that it doesn't follow camera center) in order to have fully playable PiP Scopes - since you'll be able to have the scope move out of the view when the recoil is too intense. And indeed PiP scopes code rework is required to improve performances... This can be done in various ways, eitherway pixel zooming in current rendered scene (so only one viewport is calculated), or by calculating a new scene in the scope like it's done in current PiP scope code but decrease the quality of the unzoomed viewport by A LOT and blur it. If I remember correctly, Stalker Desolation people are working on this, but the source code isn't available (they made the choice of having closed source).

Now, I indeed salute your efforts of making PiP for all vanilla guns for players wanting that feature :)

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Spuchel Author
Spuchel - - 122 comments

I believe that i can always change the shader and its code in the process, unfortunately i don't have HLSL skills, i use ready-made developments. Thank you for your opinion, i love your addons :3

P.S If someone is reading this and has skills in developing shaders on HLSL, and you want to help, contact me Fedia#8422

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TheTazDJ
TheTazDJ - - 276 comments

I believe recoil has to be increased using hud parameters to compensate for the lack of enhanced recoil & camera effects. The shooting animation itself probably plays a huge role.

For now I assume that it is a sacrifice to make, but I'm sure some people are already working hard to find a way to fix the issues with PIP

Let's hope 1.6 or anyone brings up a solution :)

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Markuzkiller
Markuzkiller - - 342 comments

I really hope for this to become an essential mod like Beef's Shader Based NVGs or BaS itself.

I think PiP scopes are a basic need in the game

I'll follow this mod closely.

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Lauta_ro
Lauta_ro - - 256 comments

I don't think they are a basic need when they butcher your fps everytime you aim lol

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Markuzkiller
Markuzkiller - - 342 comments

That's why I said, "I Hope".

The author already knows that the current PiP Scopes implementation is not good and that it needs serious work, he has already asked for help from anyone that knows how to do that since he doesn't have the skills

I quote his comment above:
"I believe that I can always change the shader and its code in the process, unfortunately I don't have HLSL skills, I use ready-made developments. Thank you for your opinion, I love your add-ons :3

P.S If someone is reading this and has skills in developing shaders on HLSL, and you want to help, contact me Fedia#8422"

I think you need to read more carefully before commenting, this is just friendly advice.

Please don't take it as an insult or an offense, that's not anywhere near what I want to convey

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Mikagu
Mikagu - - 145 comments

Bro i waited SO LONG for this. Thank you man. This is incredibly epic. Gamer W.

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Shadow_Guardian
Shadow_Guardian - - 163 comments

Finally, after couple of year's somebody notice and adaptate See Through Scope's for Fallout 4 for Anomaly, yay. xd

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Spuchel Author
Spuchel - - 122 comments

Oh damn XD and i've been thinking about the original title for so long

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DarkDramatication
DarkDramatication - - 32 comments

Hit me up and ill give you the keys to my house to bang my girl

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Voron_bez_glaz
Voron_bez_glaz - - 24 comments

Compatible with BaS?
Running on version 1.5.1?

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Kacpernap
Kacpernap - - 33 comments

i have a problem with the pipscope mod, something that the shaders cant be found
is there a fix?

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Yarkov_Desorec
Yarkov_Desorec - - 276 comments

Howo to make it work with FWR weapons at OWA?

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Kacpernap
Kacpernap - - 33 comments

shaders_model_pip_scope not found in library

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Spuchel Author
Spuchel - - 122 comments

Delete shader cache Cdn.discordapp.com

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SWITZERLAND
SWITZERLAND - - 83 comments

hello everyone :-) that looks very interesting :-)
Are there any conflicts with BaS or GAMMA?
greetings

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Spuchel Author
Spuchel - - 122 comments

It shouldn't, but I haven't tried

(edited) An issue has been found due to which this is impossible, I will try to release a patch soon

(edited2) fixed

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caseyjones
caseyjones - - 14 comments

I'm unsure if it's just that I'm not using the recommended load order, or what- but since they're the only non override marked ones I see, I'll mention it

[wpn_mosin_wpn_addon_scope_pu] and [wpn_mosin_wpn_addon_scope_pu_hud], per a ctd on startup error, I marked as overrided (![wpn_mosin_wpn_addon_scope_pu] \ ![wpn_mosin_wpn_addon_scope_pu_hud]) in mod_system_pipscopes.ltx

Love your work!

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Spuchel Author
Spuchel - - 122 comments

Thank you for reporting this is a compatibility issue, I need to solve it to support other weapon mods changing weapon_scopes.ltx, I hope I will find a solution and publish a patch soon

(edited) fixed

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flarevaloc
flarevaloc - - 90 comments

Holy based!
If you are bold enough to work with BaS, you'll get a VIP place in heaven!

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android_paperclip
android_paperclip - - 205 comments

rip my fps

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reter
reter - - 615 comments

hey mate can i ask how you managed to place objects on the roof like TVs? i want to make a mod adding ladders in the world but i don't know how to spawn props in a coordinate

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Spuchel Author
Spuchel - - 122 comments

I used debug mode and the option "spawn on cursor"
Honestly I don't know how to do this in your case

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KaV_Good
KaV_Good - - 2 comments

здравствуйте, крутой аддон, а есть поддержка 8дх?

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Spuchel Author
Spuchel - - 122 comments

Нет к сожалению, шейдер работает только на 11 и 10

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KaV_Good
KaV_Good - - 2 comments

а если без шейдеров?

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Spuchel Author
Spuchel - - 122 comments

pip - шейдер прицела, без него не будут работать сами прицелы

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manzmnl
manzmnl - - 485 comments

Is there a way to reduce the resolution of either the pip rendering or the main pic rendering somehow dynamically? Shader Based Scopes relies on some functionality given by the modded exes, which allows to put some post processing on the main picture (outside of the scope view). Maybe that could be used as a base to introduce some optimization. However, in xray it would be probably "easier" to deal with the inner scope resolution. IF such thing is possible at all, when modified directly inside the engine binaries. Just playing with some thoughts here.
I remembered Arma 3's earlier pip scope attempts, where they've reduced the outer scope resolution dynamically while aiming.

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Spuchel Author
Spuchel - - 122 comments

I also thought about it, but I haven't seen such an implementation anywhere, and I don't have the skill to edit shaders, maybe I'll try to figure out this topic later, while there is no desire. My idea was to reduce the resolution of the main viewport, and a little bit of the second one, and apply the blur effect outside the scope.

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manzmnl
manzmnl - - 485 comments

Oh, it's not required to mess with shaders. "Only" the main engine code (C++). But you already said it, so it's already possible to change resolution on main viewport while aiming, without adding something to the binaries. And Shader Based Scopes does already add blur outside. So that will work then and improve performance :)

BT, I didn't yet check the files. But I think I will create a compatible version vor GAMMA. It's using EFT-Reposition, which *should* include Cement's changes to some extend. But I suppose your mod changes weapon configs directly inside the wpn files? I'd convert those to DLTX format, if that's the case, which makes it way easier to handle compatibility with other mods and modpacks. For example the 2D Scopes Overhaul mod does that in a pretty handy way. I've converted that one to GAMMA too (and still do). Maybe that could be done in a similar manner. I'm going to check your files out soon, then I can tell more.

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Spuchel Author
Spuchel - - 122 comments

Could you please tell me in more detail, I didn't understand a little what you meant. (My not best knowledge of english, probably because of this).

As for the second paragraph, I abandoned the idea of using a reposition of cement and anyone else, I will create my own, which will be completely based on DLTX, it will be required for all my future work.

You can contact me at discord (Fedia#8422) if it's convenient for you. In any case, you can write here. Thank you for wanting to help.

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danielfrombuchenwald
danielfrombuchenwald - - 10 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/2222/anomaly 1.5.1\gamedata\scripts\pip_sens.script:10: attempt to call method 'GetZoomType' (a nil value)

stack trace:

?

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danielfrombuchenwald
danielfrombuchenwald - - 10 comments

я не установил adjustable scope view, в этом проблема?

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Spuchel Author
Spuchel - - 122 comments

У тебя версия 1.5.1? Какие у тебя моды, скинь список. Наверное что-то конфликтует с этим скриптом, мне нужно потестить.

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danielfrombuchenwald
danielfrombuchenwald - - 10 comments

да, 1.5.1.
Список аддонов кидать не вижу смысла, я всем модам в менеджере меняю названия. Единственное что я юзаю касаемо оружия - репозишн - Moddb.com
в остальном - оружие ванильное, нет аддонов на прицелы. Установил твой мод после бифа и adjustable scope. Вылет происходит как только зажимаю прицеливание

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Spuchel Author
Spuchel - - 122 comments

Прошу прощение, проблема была на моей стороне, попробуй новую версию. Спасибо что сообщил.

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danielfrombuchenwald
danielfrombuchenwald - - 10 comments

Оперативно работаешь, друже, но все еще стабильный вылет с той же причиной) Но я вижу, у остальных все работает, ты сделал неплохую работу

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Spuchel Author
Spuchel - - 122 comments

Рука лицо XD опубликовал не тот архив, попробуй снова...

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danielfrombuchenwald
danielfrombuchenwald - - 10 comments

от души, брат, все заработало и работает очень круто)

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Spuchel Author
Spuchel - - 122 comments

Рад что тебе поравилось) спасибо за донат ♡

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