The white peripheral indicators

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Capt.Cool

FNG / Fresh Meat
Jan 5, 2010
777
167
0
Sky high
The indicatiors are totally overpowered. They should only activate within 15 meters range, thats more than enough.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
i killed the guy who started this thread, when my peripheral indicator showed me he was in the bushes on the bridges map the yesterday. i couldn't see him looking at him, but the indicator told me he was there and i shot at him till he died.
it's a dumb feature.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
i killed the guy who started this thread, when my peripheral indicator showed me he was in the bushes on the bridges map the yesterday. i couldn't see him looking at him, but the indicator told me he was there and i shot at him till he died.
it's a dumb feature.

If I saw a movement in a bush in my peripheral vision, I would fire into that bush.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
If I saw a movement in a bush in my peripheral vision, I would fire into that bush.
me too. but i didn't didn't see movement, even after the indicator told me there was a guy there. so i shot where i thought the indicator wanted me to. good for me. bad for him. so much for all the trouble he went to, to try and sneak up behind me for a well-deserved kill.
i just don't see how anyone can be happy with these.:confused:
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
The problem is that often targets in your peripheral vision aren't moving and yet you magically see them anyway, despite being hidden in brush or something.

If they're not moving, the peripherals only show up within 50m.

Though really, in this case I think it's not so much a problem with the peripherals (Although they could use adjustment too), so much as how you can move through a bush without the foliage moving at all. Most games just treat foliage as insubstantial, when it should move around as you move through it. It's one of the things that have made games set in areas of dense foliage, such as jungles, so annoying. (Or, for that matter, games like Oblivion, where you'd easily lose bodies in open fields because the grass just sticks right through them).
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
If they're not moving, the peripherals only show up within 50m.

Though really, in this case I think it's not so much a problem with the peripherals (Although they could use adjustment too), so much as how you can move through a bush without the foliage moving at all. Most games just treat foliage as insubstantial, when it should move around as you move through it. It's one of the things that have made games set in areas of dense foliage, such as jungles, so annoying. (Or, for that matter, games like Oblivion, where you'd easily lose bodies in open fields because the grass just sticks right through them).
anyone (map makers) who doesn't make use of the moving foliage in this game, should. because it's there.
it's in ogledow.
and it's the guys within 50 meters, that were most concerned about, when we complain about the indicators.
 
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Comrade Kaizer

Grizzled Veteran
May 21, 2009
1,116
124
63
anyone who doesn't make use of the moving foliage in this game, should. because it's there.
it's in ogledow.

I think he means that the player themselves must initiate the movement of the foliage, not just foliage that moves as an environmental eye candy.

Think something like Crysis and Crysis Warhead for instance. While nice, I don't think we'll ever see that in RO2 vanilla.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
I think he means that the player themselves must initiate the movement of the foliage, not just foliage that moves as an environmental eye candy.

Think something like Crysis and Crysis Warhead for instance. While nice, I don't think we'll ever see that in RO2 vanilla.
it does now. it's not wind that makes the wheat fields move in ogledow. it's people crawling through them.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
me too. but i didn't didn't see movement, even after the indicator told me there was a guy there. so i shot where i thought the indicator wanted me to. good for me. bad for him. so much for all the trouble he went to, to try and sneak up behind me for a well-deserved kill.
i just don't see how anyone can be happy with these.:confused:

He might have been moving, but wasn't when you looked :p
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I made a small mutator with the name WhoGoesThere. It allows some tweaking of the peripheral indicators.

Here are the additional settings (available in the web-admin screen):
Settings1.png


And:
Settings2.png


Ducky said:
Those max. range setting values look odd and are odd. I took them directly from the RO2 Peripheral pawn widget where it says that:

  • Max range 225,000,000 equals 300 meter
  • Max range prone 25,000,000 equals 100 meter
  • Max range static 6,250,000 equals 50 meter
No clue what the formula behind that logic is (and too lazy to figure it out).

The above quote isn't relevant anymore. Those parameters are now in meters (used PhoenixDragon's info below)


For those server admins that want to test it, the mutator can be downloaded from here:
https://dl.dropbox.com/u/54368035/Mutators/WhoGoesThere/WhoGoesThere_B2-Rev12.zip

For those that run the ColoredChat mutator. This mutator must be placed after ColoredChat on your command line. If it is placed before, then ColoredChat will overwrite this WhoGoesThere mutator.
Example:
?Mutators=ColoredChat.ColoredChat,WhoGoesThere.WhoGoesThere
 
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PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
Those max. range setting values look odd and are odd. I took them directly from the RO2 Peripheral pawn widget where it says that:

  • Max range 225,000,000 equals 300 meter
  • Max range prone 25,000,000 equals 100 meter
  • Max range static 6,250,000 equals 50 meter
No clue what the formula behind that logic is (and too lazy to figure it out).

The values are the range, in UUs, squared (So "static" range is (50m x 50UU/m)^2 = 6,250,000). It's squared as an optimization technique, so the game doesn't have to do that (Or find square roots!) when processing ranges.

(Also note, this means just adjusting the variable by X percent will not change the actual range by X percent)
 
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Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
The values are the range, in UUs, squared (So "static" range is (50m x 50UU/m)^2 = 6,250,000). It's squared as an optimization technique, so the game doesn't have to do that (Or find square roots!) when processing ranges.

(Also note, this means just adjusting the variable by X percent will not change the actual range by X percent)

Thanks for the info. Maybe the "square" in the property names should have given me a hint :D.

Uploaded a patched version. The range values in that version are now in meters.
 
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TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
Lol been trying to avoid this thread......

I'm not a fan of the indicators and have them turned off on our server.It suppose to simulate better FoV but without it everyone has the same restrictions.Besides your much more aware if you just play smart and have good directional sound.The way I feel is if you can't see me from the side or from behind I get a easy bayo.... make a friend/join a clan to watch your six ;)

Personally I dislike just about any player aid and would even be happy without a zoom.I can understand why people feel they are needed and live with it but for me things like this break the realism.That's pretty much any kind of HUD or aid .This game still has much less player aid's than 98% of games out there.

My opinion is extremely biased when it comes to most kinds of player aid's.I'm just old and stubborn :p

Edit: Dang Ducky that was the fastest mod request of all time .....you the man!
 
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Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
I made a small mutator with the name WhoGoesThere. It allows some tweaking of the peripheral indicators.

Here are the additional settings (available in the web-admin screen):
Settings1.png


And:
Settings2.png




The above quote isn't relevant anymore. Those parameters are now in meters (used PhoenixDragon's info below)


For those server admins that want to test it, the mutator can be downloaded from here.

For those that run the ColoredChat mutator. This mutator must be placed after ColoredChat on your command line. If it is placed before, then ColoredChat will overwrite this WhoGoesThere mutator.
Example:
?Mutators=ColoredChat.ColoredChat,WhoGoesThere.WhoGoesThere

What does the Random Spot Percentage do? Is it related to false positives? Sounds interesting!
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
me too. but i didn't didn't see movement, even after the indicator told me there was a guy there. so i shot where i thought the indicator wanted me to. good for me. bad for him. so much for all the trouble he went to, to try and sneak up behind me for a well-deserved kill.
i just don't see how anyone can be happy with these.:confused:


Good point. What I'd like to see is peripheral markers for close peripheral vision, where you could see a non moving person, but aren't looking directly at them, but are cut off due to the monitor/IS zoom. But for more peripheral vision, where IRL you can only sense motion, have that NOT sensitive to non moving people.

The close markers, if the person is close enough, would be color coded to team, while the further ones would light up for either team.
 

Calumhm

FNG / Fresh Meat
Jul 22, 2009
389
30
0
30
Plymouth, England
Good point. What I'd like to see is peripheral markers for close peripheral vision, where you could see a non moving person, but aren't looking directly at them, but are cut off due to the monitor/IS zoom. But for more peripheral vision, where IRL you can only sense motion, have that NOT sensitive to non moving people.

The close markers, if the person is close enough, would be color coded to team, while the further ones would light up for either team.

This may be close to how the system actually works, trouble is almost nobody knows exactly how it works. Someone posted something about it earlier though...?