Talk:Adding a Dynamic Scope
Oh you're a fucking god whoever added this.
- Seriously.--Gear 06:00, 25 May 2008 (PDT)
This doesn't work. I get a black texture. I'm using EP2.--User:JLea 20:29, 26 May 2008 (PDT)
EDITNevermind, I got it to work. It's fine now :D
How do I change the zoom level? FOV?
Millz: Glad you like it.
scopeView.fov = localPlayer->GetActiveWeapon()->GetZoomFOV();
This line controls FOV level
i get two errors while compiling
1>.\view.cpp(1146) : error C2039: 'scopeView' : is not a member of 'C_BaseCombatWeapon' 1> d:\Steam\steamapps\SourceMods\src\game_shared\basecombatweapon_shared.h(115) : see declaration of 'C_BaseCombatWeapon' 1>.\view.cpp(1146) : error C2228: left of '.fov' must have class/struct/union
im using ep1 engine
okok i get this error while compiling:
1>.\viewrender.cpp(2928) : error C2664: 'CViewRender::DrawScope' : cannot convert parameter 1 from 'IViewRender *' to 'const CViewSetup &' 1> Reason: cannot convert from 'IViewRender *' to 'const CViewSetup' 1> No constructor could take the source type, or constructor overload resolution was ambiguous
im using OB engine, what am i doing wrong??? or is it just something in the OB engine i was thinking to feed the function ivrender instead of cviewsetup but i dont think it works, in the def's their completly different things goddam it ._.
If you get the 'IViewRender *' to 'const CViewSetup &' error you placed the code in the wrong section,
Found the solution a minute ago and it's working.
find:
#ifdef USE_MONITORS if ( cl_drawmonitors.GetBool() && ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 70 ) && ( ( whatToDraw & RENDERVIEW_SUPPRESSMONITORRENDERING ) == 0 ) ) { DrawMonitors( view ); } #endif
Add this line below:
if(g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 70 ) { DrawScope( view ); }
and you good to go --Djtyron 19:35, 16 May 2010 (UTC)
Contents
work in css
does this work in a css mod?
@Samsimpleasthat You fail man...
hdr
I just noticed that this can cause the tonemapping to flicker --Pfannkuchen 20:58, 8 July 2010 (UTC)
Highly limited sprite viewing angles
It seems that this also causes sprites to have very restricted viewing angles (almost dead center to be visible) --Vektorx4 08:35, 4 December 2011 (PST)
- Update: Turns out that the last argument for
ViewDrawScene()
insideCViewRender::DrawScope()
was causing the issue, changing it fromVIEW_MAIN
toVIEW_MONITOR
resolves it. I've updated the article to reflect this change. --Vektorx4 04:31, 3 October 2012 (PDT)
Things are acting really weird
Okay, so I followed this tutorial to the letter, and it compiles. But I seem to be having further issues. http://cloud.steampowered.com/ugc/578956129125494371/D5CEA3261B31E622D523A192AFDBB1DD2F464CF9/ First off, I am using the Crossbow, the view isn't rendering onto the Scope's lens, but instead is rendering in the Top-left corner of the screen. On top of that, the console is flooded with messages, and those messages just keep going and going. Can somebody please help me? BlackRaven117 23:15, 14 May 2012 (PDT)
EDIT: I was using the wrong model, but the problem still occurs. Pink Checker boarded scope, Render in the top-left corner, console floods with messages. PLEASE HELP. BlackRaven117 18:30, 16 May 2012 (PDT)
Could this be used in all source games?
I'm working on a new weapon concept for TF2, and was wondering if and how this would be added...
@Twitchatic: You can't add this functionality because Valve hasn't released the TF2 source code. There is a leaked source code for the 2007 TF2, so you can do that.