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ST Nightvision Effects #4694

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merged 28 commits into from Dec 6, 2017

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PabstMirror commented Nov 23, 2016

Port Effects from ST Night Vission - Thanks to @dslyecxi

Redone blur, grain, brightness, contrast and color correction.
Fog is now used as a visual effect to limit view distance.
NVG border is scaled dynamically based on player view's FOV.
NVG border mask is much smaller, representing a limited FOV of NVGs
But is also slightly transparent (based on nvg config)
Unlike vanilla NVG optics, this will block draw3d (e.g. nametags)
And will close #3886

This is still a WIP:
Currently looking for feedback on effects in different ambient lights and NVG Generations.
Code review can probably wait.

[_this select 1] call CBA_fnc_removePerFrameHandler;
};
if (!GVAR(running)) then { // If we aren't running the effect ourselves, then use the server's old fog value
0 setFog GVAR(serverPriorFog);

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@thojkooi

thojkooi Nov 25, 2016

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This may give conflicts with Zeus or our weather component.

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thojkooi Nov 25, 2016

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This may give conflicts with Zeus or our weather component.

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jonpas Sep 21, 2017

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It is disabled in weather component at the end of this diff. Fog actually gets synced correctly by Arma which was proven not long ago.

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It is disabled in weather component at the end of this diff. Fog actually gets synced correctly by Arma which was proven not long ago.

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Neviothr Nov 26, 2016

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I've noticed that the NVG overlay covers other UI elements such as stance, ammo count, action menu, etc. as can be observed here. Is there any way around that?

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Neviothr commented Nov 26, 2016

I've noticed that the NVG overlay covers other UI elements such as stance, ammo count, action menu, etc. as can be observed here. Is there any way around that?

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BryanBoru Nov 26, 2016

I kind of like that the overlay subdues the UI, it would be distracting otherwise.

BryanBoru commented Nov 26, 2016

I kind of like that the overlay subdues the UI, it would be distracting otherwise.

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The action menu is a pain to use as it is, do you really want to turn it into a guessing game?

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Neviothr commented Nov 26, 2016

The action menu is a pain to use as it is, do you really want to turn it into a guessing game?

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moonmanmove Nov 30, 2016

RHS compatibility?

moonmanmove commented Nov 30, 2016

RHS compatibility?

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@moonmanmove This is not a feature request topic, please keep it free of questions, you can join Slack for any information.

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jonpas commented Nov 30, 2016

@moonmanmove This is not a feature request topic, please keep it free of questions, you can join Slack for any information.

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I've noticed that the NVG overlay covers other UI elements such as stance, ammo count, action menu, etc. as can be observed here. Is there any way around that?

@Neviothr From what I know, there is no way around that. There isn't a good way of handling the order of UI elements. Besides you can just turn night vision off to access the action menu.

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jameslkingsley commented Nov 30, 2016

I've noticed that the NVG overlay covers other UI elements such as stance, ammo count, action menu, etc. as can be observed here. Is there any way around that?

@Neviothr From what I know, there is no way around that. There isn't a good way of handling the order of UI elements. Besides you can just turn night vision off to access the action menu.

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PabstMirror Nov 30, 2016

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@moonmanmove - RHS compats updated in this PR

@Neviothr - Covering of the UI and Action menu is a notable downside to this. But the more time I spent with the system, the less of a problem I thought it would be. The border is still semi-transprent so you can still read the UI through the mask.

20161129202339_1

It does seem faint in screenshot, but I think it's different in-game as you eye's get used to the darkness.
It is a shame that this does have to be done via config. We could either add an untouched item, or leave the vanilla items alone and only modify our own.

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PabstMirror commented Nov 30, 2016

@moonmanmove - RHS compats updated in this PR

@Neviothr - Covering of the UI and Action menu is a notable downside to this. But the more time I spent with the system, the less of a problem I thought it would be. The border is still semi-transprent so you can still read the UI through the mask.

20161129202339_1

It does seem faint in screenshot, but I think it's different in-game as you eye's get used to the darkness.
It is a shame that this does have to be done via config. We could either add an untouched item, or leave the vanilla items alone and only modify our own.

// Note: Using BIS_fnc_rscLayer because of bug with string syntax - https://feedback.bistudio.com/T120768
(QGVAR(display) call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; // Cleanup Old Display
if (_activated) then { // Create New Display
(QGVAR(display) call BIS_fnc_rscLayer) cutRsc [QGVAR(title), "PLAIN", 0, false];

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@commy2

commy2 Dec 12, 2016

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pretty sure we could avoid the action menu obstruction problem if we make this a control instead of a cut thing.

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commy2 Dec 12, 2016

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pretty sure we could avoid the action menu obstruction problem if we make this a control instead of a cut thing.

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Neviothr Dec 13, 2016

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Wouldn't the game focus on the created control, displaying a cursor and leaving the player unable to perform any actions?

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Neviothr Dec 13, 2016

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Wouldn't the game focus on the created control, displaying a cursor and leaving the player unable to perform any actions?

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ryanwoodcox Jan 15, 2017

I pulled down this branch and took a look.
Looks pretty awesome!
3 things:

  1. When aiming down sight with optics such as EOTechs, EOTech + 3x magnifier, there is a 'blur' effect added. Is that intentional or an oversight?
    I see in Dslyecxi's demo video he details why there is a blur when aiming down sights.
  2. Is there anything going to be added as far as a blinding effect when looking directly at light sources and/or flashbangs?
  3. Also, you probably want to remove the debugging messages that pop up when the branch ready to be merged.

ryanwoodcox commented Jan 15, 2017

I pulled down this branch and took a look.
Looks pretty awesome!
3 things:

  1. When aiming down sight with optics such as EOTechs, EOTech + 3x magnifier, there is a 'blur' effect added. Is that intentional or an oversight?
    I see in Dslyecxi's demo video he details why there is a blur when aiming down sights.
  2. Is there anything going to be added as far as a blinding effect when looking directly at light sources and/or flashbangs?
  3. Also, you probably want to remove the debugging messages that pop up when the branch ready to be merged.
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  1. When aiming down sight with optics such as EOTechs, EOTech + 3x magnifier, there is a 'blur' effect added. Is that intentional or an oversight?

Intentional AFAIK, because NVGs can't adapt the lenses to focus like our eyes can, hence you get a blur effect, and that is why IR lasers are used.

  1. Also, you probably want to remove the debugging messages that pop up when the branch ready to be merged.

Yes, that happens at the end. ;)

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jonpas commented Jan 15, 2017

  1. When aiming down sight with optics such as EOTechs, EOTech + 3x magnifier, there is a 'blur' effect added. Is that intentional or an oversight?

Intentional AFAIK, because NVGs can't adapt the lenses to focus like our eyes can, hence you get a blur effect, and that is why IR lasers are used.

  1. Also, you probably want to remove the debugging messages that pop up when the branch ready to be merged.

Yes, that happens at the end. ;)

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RE: flashbangs:
I have heard that modern nightvision actually offers some protection from flashbangs.
They are designed to automatically limit light output, so you don't fry your eyes if someone turns on the lights.

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PabstMirror commented Jan 15, 2017

RE: flashbangs:
I have heard that modern nightvision actually offers some protection from flashbangs.
They are designed to automatically limit light output, so you don't fry your eyes if someone turns on the lights.

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Is there anything going to be added as far as a blinding effect when looking directly at light sources

I don't think this is possible aside from obvious stuff like flashbangs, because the game does not give any feedback about the brightness of things you're looking at in any meaningful way that could be evaluated or manipulated on the SQF level.

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commy2 commented Jan 16, 2017

Is there anything going to be added as far as a blinding effect when looking directly at light sources

I don't think this is possible aside from obvious stuff like flashbangs, because the game does not give any feedback about the brightness of things you're looking at in any meaningful way that could be evaluated or manipulated on the SQF level.

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ryanwoodcox Jan 16, 2017

Does anyone who's tried this out think its almost unplayable when walking through an open terrain, or in the jungle of Tanoa? I'm just wondering what high-end military grade NVG is capable of. IR emmitters, classified technology, etc. We obviously can compare to real life NVGs that civilians can get their hands on. I love the way this NVG enhancement feels but all in all it seems a bit too dark. I also noticed the brightness can only be set to 0 (no gain) and dimmed (negative gain).
I ran a quick mission last night using this and I was having to use an actual flashlight to see anything at all while moving through rural terrain. Flying and landing a helicopter was also nearly impossible.
Thoughts?

ryanwoodcox commented Jan 16, 2017

Does anyone who's tried this out think its almost unplayable when walking through an open terrain, or in the jungle of Tanoa? I'm just wondering what high-end military grade NVG is capable of. IR emmitters, classified technology, etc. We obviously can compare to real life NVGs that civilians can get their hands on. I love the way this NVG enhancement feels but all in all it seems a bit too dark. I also noticed the brightness can only be set to 0 (no gain) and dimmed (negative gain).
I ran a quick mission last night using this and I was having to use an actual flashlight to see anything at all while moving through rural terrain. Flying and landing a helicopter was also nearly impossible.
Thoughts?

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I think that's perfect. That's why flashlights are used, NVGs aren't able to enhance visibility in all conditions, I think dslyecxi's video touched on that as well. It also makes you want to use a flashlight because you might get better visibility with it, I personally like that.

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jonpas commented Jan 16, 2017

I think that's perfect. That's why flashlights are used, NVGs aren't able to enhance visibility in all conditions, I think dslyecxi's video touched on that as well. It also makes you want to use a flashlight because you might get better visibility with it, I personally like that.

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ryanwoodcox Jan 16, 2017

Yeah, I mean the different generations and models of NVGs do better than overs. But yeah, if you locked yourself in a coffin, I don't think any NVGs would do anything... unless they can emit IR. I'm wondering if that's something to consider for some of the high end NVGs. Also, is there an IR flashlight? It would be nice to enhance the visibility while viewing via NVGs but not alert others in the visible light spectrum by using a normal flashlight.

ryanwoodcox commented Jan 16, 2017

Yeah, I mean the different generations and models of NVGs do better than overs. But yeah, if you locked yourself in a coffin, I don't think any NVGs would do anything... unless they can emit IR. I'm wondering if that's something to consider for some of the high end NVGs. Also, is there an IR flashlight? It would be nice to enhance the visibility while viewing via NVGs but not alert others in the visible light spectrum by using a normal flashlight.

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Yeah, I mean the different generations and models of NVGs do better than overs

true

But yeah, if you locked yourself in a coffin, I don't think any NVGs would do anything

true

Also, is there an IR flashlight?

there is

It would be nice to enhance the visibility while viewing via NVGs but not alert others in the visible light spectrum by using a normal flashlight.

not possible in Arma

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bux commented Jan 16, 2017

Yeah, I mean the different generations and models of NVGs do better than overs

true

But yeah, if you locked yourself in a coffin, I don't think any NVGs would do anything

true

Also, is there an IR flashlight?

there is

It would be nice to enhance the visibility while viewing via NVGs but not alert others in the visible light spectrum by using a normal flashlight.

not possible in Arma

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ryanwoodcox Jan 16, 2017

So if there is an IR flashlight, why is it not possible in ARMA to enhance the visibility via NVG without alerting folks viewing in the visible light spectrum?

ryanwoodcox commented Jan 16, 2017

So if there is an IR flashlight, why is it not possible in ARMA to enhance the visibility via NVG without alerting folks viewing in the visible light spectrum?

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Because there is no way to programmatically get the status of the light like it would be needed. All you can get is current brightness IIRC (like it's used for map), but obviously IR lights don't emit actual light.

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jonpas commented Jan 16, 2017

Because there is no way to programmatically get the status of the light like it would be needed. All you can get is current brightness IIRC (like it's used for map), but obviously IR lights don't emit actual light.

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ryanwoodcox Jan 16, 2017

Not sure how the IR Strobe and IR Grenade work in the game, but would that be a start, or am I missing something?

ryanwoodcox commented Jan 16, 2017

Not sure how the IR Strobe and IR Grenade work in the game, but would that be a start, or am I missing something?

PabstMirror added some commits Oct 12, 2017

Merge branch 'master' into stNVG
 Conflicts:
	addons/nightvision/functions/fnc_updatePPEffects.sqf
Show outdated Hide outdated addons/nightvision/functions/fnc_nonDedicatedFix.sqf Outdated
Show outdated Hide outdated addons/nightvision/functions/fnc_refreshGoggleType.sqf Outdated
Show outdated Hide outdated addons/nightvision/functions/fnc_scaleCtrl.sqf Outdated
Show outdated Hide outdated addons/nightvision/functions/fnc_setupDisplayEffects.sqf Outdated
Show outdated Hide outdated addons/nightvision/functions/fnc_pfeh.sqf Outdated
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Quick review after testing it a couple of hours yesterday.

  • The flickering effect appears in RCWS and turret optics. Intentional?
  • Action menu and general UI/HUD is hidden with vanilla NVG but not RHS.

Lastly the possibility to expand adjust brightness in-game, currently goes from minus six to zero. Also seeing that the module is quite aggressive, would it be possible to add further settings to the module itself (fogscaling, effectscaling, blur weapon in sighted perspective).

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Tittoffer commented Oct 17, 2017

Quick review after testing it a couple of hours yesterday.

  • The flickering effect appears in RCWS and turret optics. Intentional?
  • Action menu and general UI/HUD is hidden with vanilla NVG but not RHS.

Lastly the possibility to expand adjust brightness in-game, currently goes from minus six to zero. Also seeing that the module is quite aggressive, would it be possible to add further settings to the module itself (fogscaling, effectscaling, blur weapon in sighted perspective).

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Action menu and general UI/HUD is hidden with vanilla NVG but not RHS.

Not running RHS optional.

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jonpas commented Oct 17, 2017

Action menu and general UI/HUD is hidden with vanilla NVG but not RHS.

Not running RHS optional.

@PabstMirror PabstMirror modified the milestones: 3.11.0, 3.12.0 Oct 17, 2017

@PabstMirror PabstMirror removed the status/WIP label Oct 17, 2017

PabstMirror added some commits Oct 20, 2017

Merge branch 'master' into stNVG
 Conflicts:
	addons/weather/XEH_postInit.sqf
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With #5710 ace_weather will no longer touch fog, as it syncs fine on its own, which should make it fully compatible with this PR.

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jonpas commented Nov 10, 2017

With #5710 ace_weather will no longer touch fog, as it syncs fine on its own, which should make it fully compatible with this PR.

PabstMirror added some commits Nov 11, 2017

Merge branch 'master' into stNVG
 Conflicts:
	addons/weather/XEH_postInit.sqf
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Trixas Nov 29, 2017

Currently looking for feedback on effects in different ambient lights and NVG Generations.

I tried finding where I can edit vanilla generations but I couldn't. It's only those 4 different examples or rhs compat ones. Wanted to mess around it, because Gen 1 Noise is exaggerated.

Trixas commented Nov 29, 2017

Currently looking for feedback on effects in different ambient lights and NVG Generations.

I tried finding where I can edit vanilla generations but I couldn't. It's only those 4 different examples or rhs compat ones. Wanted to mess around it, because Gen 1 Noise is exaggerated.

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@Trixas -

I tried finding where I can edit vanilla generations but I couldn't. It's only those 4 different examples or rhs compat ones. Wanted to mess around it, because Gen 1 Noise is exaggerated.

Generation 1 NVG technology dates back to the early 1960's, what do you expect it to look like?

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Neviothr commented Nov 29, 2017

@Trixas -

I tried finding where I can edit vanilla generations but I couldn't. It's only those 4 different examples or rhs compat ones. Wanted to mess around it, because Gen 1 Noise is exaggerated.

Generation 1 NVG technology dates back to the early 1960's, what do you expect it to look like?

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Trixas Dec 1, 2017

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Generation 1 NVG technology dates back to the early 1960's, what do you expect it to look like?

Picture1
That pic is from my armasight spark core (ceramic intensifier tube but that's mostly a durability thing), taken at twilight before sunrise.

Trixas commented Dec 1, 2017

@Neviothr

Generation 1 NVG technology dates back to the early 1960's, what do you expect it to look like?

Picture1
That pic is from my armasight spark core (ceramic intensifier tube but that's mostly a durability thing), taken at twilight before sunrise.

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jonpas approved these changes Dec 6, 2017

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Went through code and don't see any issues. Would suggest we merge this for further testing/feedback and build upon it further from there.

@PabstMirror PabstMirror merged commit 4b42eb4 into master Dec 6, 2017

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ZeusWrath Dec 22, 2017

Hi the ACE team!

As seems to me, The new NightVision (3.12.0) is the worst update of late.
At times it looks as if a mentally ill person did it.
Several reasons at the same time:

  1. Mask Closes the action menu of the AI ​​units, closes the HUD and the entire player interface! Now, the ACE3 player Can not play singleplayer missions and control their ai-subordinates at the night. @Neviothr said true - "The action menu is a pain to use as it is, do you really want to turn it into a guessing game?"

  2. It adds a semi-transparent black mask! What for!? Really no one can understand that this looks silly, because the black mask exactly is the imitation of the not transparent parts of the night vision goggles! It should be fully black and not transparent in order to show the shape of the glasses (its transparent parts)

  3. This adds completely non-logical Blur in the center of the screen, in the aiming point of ACE3 player and only when the player is aiming (without holding the right mouse button). Fuuck! It's not at all clear why exactly at this moment and why in the center of the screen!? Without aiming of player, this Blur does not exist! Probably someone just wanted to complicate the life of the ACE3 player. ALso option added to reduce / increase this problem! Lol!

  4. Now, there is no way to increase the brightness. Now this feature is broken! ACE3 player has only a decrease in brightness! This creates a lot of inconvenience.

  5. Of the large graininess and more narrow field of view, the battle with the AI
     (which has an inhuman firing accuracy) become almost impossible. NVG simply complicates the vision of ACE player, but does not improve it!

ACE3 It's not at all clear why you took this system to your mod! This only creates problems for the player and looks, in places ugly and not realistic. I remember approximately about a 1.5-2 years ago in the ACE3 mod was a very good night vision! It had a large graininess, did not cover the player interface and did not complicate the life of the ACE player, as the new system does. Subsequently, this disappeared and was replaced by the system that was before the update 3.12. The previous system was already similar to vanilla, but at least it could increase the brightness

The new system (3.12.0) is not like something adequate and the player is forced to disable it (

ZeusWrath commented Dec 22, 2017

Hi the ACE team!

As seems to me, The new NightVision (3.12.0) is the worst update of late.
At times it looks as if a mentally ill person did it.
Several reasons at the same time:

  1. Mask Closes the action menu of the AI ​​units, closes the HUD and the entire player interface! Now, the ACE3 player Can not play singleplayer missions and control their ai-subordinates at the night. @Neviothr said true - "The action menu is a pain to use as it is, do you really want to turn it into a guessing game?"

  2. It adds a semi-transparent black mask! What for!? Really no one can understand that this looks silly, because the black mask exactly is the imitation of the not transparent parts of the night vision goggles! It should be fully black and not transparent in order to show the shape of the glasses (its transparent parts)

  3. This adds completely non-logical Blur in the center of the screen, in the aiming point of ACE3 player and only when the player is aiming (without holding the right mouse button). Fuuck! It's not at all clear why exactly at this moment and why in the center of the screen!? Without aiming of player, this Blur does not exist! Probably someone just wanted to complicate the life of the ACE3 player. ALso option added to reduce / increase this problem! Lol!

  4. Now, there is no way to increase the brightness. Now this feature is broken! ACE3 player has only a decrease in brightness! This creates a lot of inconvenience.

  5. Of the large graininess and more narrow field of view, the battle with the AI
     (which has an inhuman firing accuracy) become almost impossible. NVG simply complicates the vision of ACE player, but does not improve it!

ACE3 It's not at all clear why you took this system to your mod! This only creates problems for the player and looks, in places ugly and not realistic. I remember approximately about a 1.5-2 years ago in the ACE3 mod was a very good night vision! It had a large graininess, did not cover the player interface and did not complicate the life of the ACE player, as the new system does. Subsequently, this disappeared and was replaced by the system that was before the update 3.12. The previous system was already similar to vanilla, but at least it could increase the brightness

The new system (3.12.0) is not like something adequate and the player is forced to disable it (

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Every single one of those points is addressed in Dslyecxi's video, and can you stop bringing up same issues over and over again when they have been explained to you, just stop.

I don't know what you are expecting, but calling Dslyecxi or @PabstMirror "mentally ill" surely motivates them! (sarcasm) Go make your own ACE3 if you can't even retain your complaints in their respective issues and don't want to take our explanations.

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jonpas commented Dec 22, 2017

Every single one of those points is addressed in Dslyecxi's video, and can you stop bringing up same issues over and over again when they have been explained to you, just stop.

I don't know what you are expecting, but calling Dslyecxi or @PabstMirror "mentally ill" surely motivates them! (sarcasm) Go make your own ACE3 if you can't even retain your complaints in their respective issues and don't want to take our explanations.

@acemod acemod locked as too heated and limited conversation to collaborators Dec 22, 2017

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