Adds full-fledged picture in picture scopes to the game. ALPHA VERSION
Works only on dx10 and dx11
The addon is abandoned, any changes and publications are welcome, if you need help in this dm me in discord, you can find me on the Anomaly official server.
The mod is under active development, everything can change. The purpose of the addon is to add PIP scopes for all vanilla weapons, while the list of supported guns is small, but it will expand with each update. All other weapon mods are not supported yet, but this is planned.
Attention, the mod is being developed on the basis of POSITION AND VIEW V2.1 by CEMENT, and it is strongly recommended to use this addon, all other mods for the weapon position are not supported yet and are not planned.
List of weapons that are supported so far:
AK74N: 1p29, pso01
AUG
HK416: ACOG
MOSIN
SIG550 SNIPER
SR25
SV98
VSSK
L96
Addons that are highly recommended for installation:
POSITION AND VIEW V2.1 by CEMENT
VANILLA 1P29 RETEXTURE
ADJUSTABLE SCOPE VIEW
BEEF'S SHADER BASED NVGs
Known bugs and flaws:
- The mod will affect performance until someone figures out how to optimize PiP scopes for the antediluvian stalker engine.
- Disable vanilla motion blur and blur effects that add SCREEN SPACE SHADERS, otherwise the scope area will be illegible.
- Vanilla NVGs do not work with PIP scopes, BEEF'S SHADER BASED NVGs work, but the second render looks dark, my skills are not enough to fix it, but maybe the author will add support for PIP scopes in the future.
🡓Update Notes down in the comments🡓
*reserved for the upcoming cult worshipping the author*
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!
Thank you ♡ I hope your expectations will be met
UPDATE NOTES:
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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.
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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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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.
Will see, remind me which weapon pack is used there by BaS or something of their own?
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.
I'm taking a place here to make the same request. I would like to see this on GAMMA *.*
And EFP please :')
The hero we did need but did not deserve...
I´ll screenshot your comment mate.
does the fps get cut in half 50 % less fps instantly when using these scopes liek the bas pip scopes ?
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".
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 :)
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
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 :)
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.
I don't think they are a basic need when they butcher your fps everytime you aim lol
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
Bro i waited SO LONG for this. Thank you man. This is incredibly epic. Gamer W.
Finally, after couple of year's somebody notice and adaptate See Through Scope's for Fallout 4 for Anomaly, yay. xd
Oh damn XD and i've been thinking about the original title for so long
Hit me up and ill give you the keys to my house to bang my girl
Compatible with BaS?
Running on version 1.5.1?
i have a problem with the pipscope mod, something that the shaders cant be found
is there a fix?
Howo to make it work with FWR weapons at OWA?
shaders_model_pip_scope not found in library
Delete shader cache Cdn.discordapp.com
hello everyone :-) that looks very interesting :-)
Are there any conflicts with BaS or GAMMA?
greetings
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
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!
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
Holy based!
If you are bold enough to work with BaS, you'll get a VIP place in heaven!
rip my fps
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
I used debug mode and the option "spawn on cursor"
Honestly I don't know how to do this in your case
здравствуйте, крутой аддон, а есть поддержка 8дх?
Нет к сожалению, шейдер работает только на 11 и 10
а если без шейдеров?
pip - шейдер прицела, без него не будут работать сами прицелы
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.
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.
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.
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.
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:
?
я не установил adjustable scope view, в этом проблема?
У тебя версия 1.5.1? Какие у тебя моды, скинь список. Наверное что-то конфликтует с этим скриптом, мне нужно потестить.
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
Прошу прощение, проблема была на моей стороне, попробуй новую версию. Спасибо что сообщил.
Оперативно работаешь, друже, но все еще стабильный вылет с той же причиной) Но я вижу, у остальных все работает, ты сделал неплохую работу
Рука лицо XD опубликовал не тот архив, попробуй снова...
от души, брат, все заработало и работает очень круто)
Рад что тебе поравилось) спасибо за донат ♡