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 Post #1
 14th March 2010 Last edited by Ha3; 4 Days Ago at 03:06PM..
Ha3's Avatar
January 2007
408 Posts
IMPORTANT NOTE: Some addons may break SharpeYe for having conflicts over the camera. The addon that you are likely to have that will break it is Spacebuild.
The current only way to fix this is to go to the sharpeye_menu in debug mode, and use the user interface to unplug some of these addon features.

RETROACTIVELY, SharpeYe is LIKELY to break gamemode cameras such as Ascension, Gamemaster, well anything that uses a special camera, if those servers don't have Scriptenforcer enabled.
To fix it, you can open sharpeye_menu and untick "Use Motion" which will unplug the motion feature until you re-enable it.


"It's just about details."

Hi !
I was watching several first-person Machinima(es?) this week, and I was wondering if there could be some way to simulate Mirror's Edge head motion or get close to something of this nature.

SharpeYe is basically an addon that store some variables depending on the player's actions (stamina, is in water, is off the ground, time spent off the ground, speed, previous speed...). Then it combines every of these variables to create head motion. It also adds additional sounds (diving into water, hitting a wall, landing, wind Portal-like).

It's clientside ! If hosted on a server, it will NOT be sent to the players and will have NO effect. Though, it has an integrated feature for sending a copy to clients if a variable is toggled on, but I've yet to be testing it.

Okay, rather than a long technical explanation, here's a video of what has been done :


Main demo (August 2010) :

Customization feature footage (April 2010) :

Old outdated footage (March 2010):
http://www.youtube.com/watch?v=2VIWu0fhIs4


It also includes the recently added (August 2010) SharpeYe::Focus mode, based on Devenger's work, which allows you to aim anywhere at the srceen. Please check this thread for its description and specifications.
http://www.facepunch.com/showthread.php?p=24226028






Download !

Name your folder "SharpeYe".
You should use the SVN to get instant updates !

SVN (most updated) :
http://sharpeyemod.googlecode.com/svn/trunk/

Stable release (use the SVN as much as possible to get Locale fixes and feature updates !) :


Commands !
sharpeye_menu : Open the SharpeYe menu in popup mode. Open it at times ! If there are new updates something will be written in the menu. There's a LOT of options for you to configure to fit your likings.

+sharpeye_menu : Open the SharpeYe menu in binding mode. Bind this to a key, and then like the Q menu, it will stay enabled as long as you press the key.

+sharpeye_focus : Enter Focus mode.
sharpeye_focus_toggle : Enter Focus mode in Toggle.



In-technical details about bobbing.

The internal mechanism is quite complex. Head motion is based for each (x,y,z,p,y,r), modulations of three sine waves together with different initial phasing, clock speed and cumulative phase shifting.

By combining in different variables, the player movement will be more of breathing when standing still after running, while when running, breathing would not be visible.
Another simple mechanism just counts how long you have been off the ground, and changes your view when jumping or when landing depending on the time spent off ground (of course, time spent is capped).


Recently done features :
+ Added SharpeYe::Focus.
+ Added Focus Crosshair.
+ Added a quick temporary solution for third person modules.
+ Added Disable bobbing completely option (Still allows Deathcam or Focus in contrary to not Use Motion).
+ Added Tunnel option.
+ Added Permablur option.


Thanks for reading !
 Post #2
 14th March 2010
Gold Member
MakeR's Avatar
May 2007
2,591 Posts
I really like it, adds a new level of realism to the game. Well done.

Edited:

I have a bit of a problem with it though. It seems to cause my physgun to detached from my body and remain floating in the air. Also it seems to "bouncy".

Edited:

 Post #3
 14th March 2010
Gold Member
SlayerFin's Avatar
May 2008
2,730 Posts
This is awesome, really realistic.
 Post #4
 14th March 2010
Ha3's Avatar
January 2007
408 Posts
I really like it, adds a new level of realism to the game. Well done.

Edited:

I have a bit of a problem with it though. It seems to cause my physgun to detached from my body and remain floating in the air. Also it seems to "bouncy".

Edited:

Whoops !
Sorry, thanks for reporting !

The bug was because I was storing the view table on an external table and the viewmodel values weren't wiped off. I also retrieved vehicle support.
I've just fixed that on the SVN, I'm gonna remove the Garrysmod.org download for a while then.
 Post #5
 14th March 2010
Gold Member
thomasfn's Avatar
July 2008
2,302 Posts
I misread the title and thought it said "Sharpey", and expected marker pens. Still, this looks cool too.
 Post #6
 14th March 2010
mastachief19's Avatar
January 2008
42 Posts
woh, really nice! i was already expecting some newer version or something from dynacam :P tho id like to know where you got that crosshair :o
 Post #7
 14th March 2010
Wombo194's Avatar
August 2009
770 Posts
woh, really nice! i was already expecting some newer version or something from dynacam :P tho id like to know where you got that crosshair :o
It's from deapth HUD inline, you can enable it in the settings.
 Post #8
 14th March 2010
BurningPride's Avatar
August 2008
1,314 Posts


Edited:

Downloading.
 Post #9
 14th March 2010
Gold Member
Dennab
June 2007
8,686 Posts
Looking good.
 Post #10
 14th March 2010
Gold Member
Deco Da Man's Avatar
July 2007
2,246 Posts
You should also make it, if you haven't already (doesn't appear like it), move the viewmodel angles a bit.
In the direction of your real aim would be best (I assume it's what that 'dot' is in the centre).

Otherwise: Very awesome!
 Post #11
 14th March 2010
Echo225's Avatar
March 2010
68 Posts
What value should I change to make it so the bobbing never shakes like an earthquake?
Oh BTW, pretty awesome mod.
 Post #12
 14th March 2010
Gold Member
SlayerFin's Avatar
May 2008
2,730 Posts
I loved how it bobbed in the first version. Guns were bobbing pretty fast but yeah, there was that "floating guns" bug, but could you possibly make some kind of slider thingy that allows you to adjust the bobbing scale?
 Post #13
 14th March 2010
Gold Member
Karmah's Avatar
December 2007
4,874 Posts
-^ That
 Post #14
 14th March 2010 Last edited by Ha3; 14th March 2010 at 06:19PM..
Ha3's Avatar
January 2007
408 Posts
I loved how it bobbed in the first version. Guns were bobbing pretty fast but yeah, there was that "floating guns" bug, but could you possibly make some kind of slider thingy that allows you to adjust the bobbing scale?
I made a menu, and I need to find out which variables I could set up to let the player customize a moderate set of things.
There was a change I made to change the bobbing scale, and I think it was about changing a value from 0.3 to 0.2 (which was about the temporal shifting) so you get how sensitive and extensive I need to care about the customization part. I'll need to put up transition variables so that changing a value from 0 to 10 changes a variable from 0.1 to 0.3 (it's actually easy, but it's all about detail).

Thanks for all the feedback !
 Post #15
 14th March 2010
Gold Member
SlayerFin's Avatar
May 2008
2,730 Posts
I made a menu, and I need to find out which variables I could set up to let the player customize a moderate set of things.
There was a change I made to change the bobbing scale, and I think it was about changing a value from 0.3 to 0.2 (which was about the temporal shifting) so you get how sensitive and extensive I need to care about the customization part. I'll need to put up transition variables so that changing a value from 0 to 10 changes a variable from 0.1 to 0.3 (it's actually easy, but it's all about detail).

Thanks for all the feedback !
Ok. :) Also, when i was playing HL2-Campaign with this mod and colormod and bloom on, i didn't recognize that i was playing a Source-game. Seriously...
 Post #16
 14th March 2010
Dennab
October 2008
3,947 Posts
This is amazing, I love this.
 Post #17
 14th March 2010
devmon's Avatar
July 2007
691 Posts
Were'd you get the two handed pistol?
 Post #18
 14th March 2010
yakahughes's Avatar
April 2008
947 Posts
Wow, this is really awesome. Love that game by the way, Mirror's Edge :D
 Post #19
 14th March 2010
Ninjarooster's Avatar
March 2010
504 Posts
Curses I can't play Gmod/download anything right now. From what I've seen this looking fucking awesome.
 Post #20
 14th March 2010
xhud's Avatar
May 2007
17 Posts
Were'd you get the two handed pistol?
I found it on fpsbanana, just google it.
 Post #21
 14th March 2010
Wizey!'s Avatar
October 2008
2,153 Posts
Its ok... i guess... The view keeps mounting even when your at max speed wich is to fucked up for me, and the inability to mode how much it sways is a downer aswell since some people dont like it when you look like your sea sick when running XD
 Post #22
 14th March 2010
Cubar's Avatar
February 2010
1,023 Posts
This is actually cool.
 Post #23
 15th March 2010 Last edited by Ha3; 15th March 2010 at 12:57AM..
Ha3's Avatar
January 2007
408 Posts
Update time !
The menu now contains a bunch of variables for you to customize to suit your linkings !




Changelog :


Added Breathing sounds :
- Male
- Female
- Mask
Added Menu Multichoice for Breathing sounds.

Added Health as a variable.

Its ok... i guess... The view keeps mounting even when your at max speed wich is to fucked up for me, and the inability to mode how much it sways is a downer aswell since some people dont like it when you look like your sea sick when running XD
Added Detail (menu): Breathing Bobbing distance
Added Detail (menu): Running Bobbing frequency
Added Detail (menu): Run speed reference
Added Detail (menu): Stamina recovery

Added Detail (menu): Health-based behavior



You should also make it, if you haven't already (doesn't appear like it), move the viewmodel angles a bit.
In the direction of your real aim would be best (I assume it's what that 'dot' is in the centre).
Weapons now aim where it's gonna hit.
Crossbow aim (or any precision shot) now affects head-bobbing by decreasing it.
 Post #24
 15th March 2010
Wizey!'s Avatar
October 2008
2,153 Posts
Update time !
The menu now contains a bunch of variables for you to customize to suit your linkings !




Changelog :


Added Breathing sounds :
- Male
- Female
- Mask
Added Menu Multichoice for Breathing sounds.

Added Health as a variable.



Added Detail (menu): Breathing Bobbing distance
Added Detail (menu): Running Bobbing frequency
Added Detail (menu): Run speed reference
Added Detail (menu): Stamina recovery

Added Detail (menu): Health-based behavior





Weapons now aim where it's gonna hit.
Crossbow aim (or any precision shot) now affects head-bobbing by decreasing it.
You da baws!

Reason? Because you listen to your clients :3
 Post #25
 15th March 2010
Dennab
December 2008
1,814 Posts
Can you lower the bob when you jump? It seems a little much when I jump 2 feet and my view drops pretty far.
 Post #26
 15th March 2010
Wizey!'s Avatar
October 2008
2,153 Posts
Can you lower the bob when you jump? It seems a little much when I jump 2 feet and my view drops pretty far.
Go into addons/SharpeYe/lua/cl_sharpeye_motion.lua

look for

sharpeye_dat.player_PitchInfluence = sharpeye_dat.player_PitchInfluence + timeFactor * 12

and change the last number to anything you want, Mine currently is 4 and it looks good
 Post #27
 15th March 2010
Lambda 77 :D's Avatar
December 2009
496 Posts
Could we have a togglable feature, that if you are too close to a explosion your vision goes blurry and dips down and around a bit, and your aim and movement slows down, just like in Modern Warfare 2? You could perhaps use the sounds from this:
http://www.garrysmod.org/downloads/?a=view&id=92542
 Post #28
 15th March 2010
Gold Member
SlayerFin's Avatar
May 2008
2,730 Posts
Oh my god, you updated it! Holy shit, you need a whole cake.
 Post #29
 15th March 2010
jakejakke's Avatar
August 2006
465 Posts
It looks very nice. The headbump will be very annoying when building though.
 Post #30
 15th March 2010
Wizey!'s Avatar
October 2008
2,153 Posts
Oh my god, you updated it! Holy shit, you need a whole cake.
He needs 5 fucking cakes, then a diet
 Post #31
 15th March 2010
Dennab
December 2008
1,814 Posts
Go into addons/SharpeYe/lua/cl_sharpeye_motion.lua

look for

sharpeye_dat.player_PitchInfluence = sharpeye_dat.player_PitchInfluence + timeFactor * 12

and change the last number to anything you want, Mine currently is 4 and it looks good
Thanks, but he updated it and changed the last number to 0.75. :D
 Post #32
 15th March 2010
wizu's Avatar
October 2008
253 Posts
i love you ...
 Post #33
 15th March 2010 Last edited by Ha3; 15th March 2010 at 04:32PM..
Ha3's Avatar
January 2007
408 Posts
Thanks, but he updated it and changed the last number to 0.75. :D
http://code.google.com/p/sharpeyemod...eye_motion.lua

Line 63, not 57 :D

Anyway, this parameter may just become a customizable value.

Edited:

Could we have a togglable feature, that if you are too close to a explosion your vision goes blurry and dips down and around a bit, and your aim and movement slows down, just like in Modern Warfare 2? You could perhaps use the sounds from this:
http://www.garrysmod.org/downloads/?a=view&id=92542
Gotta look at it, I have my own on how to do it.
By the way, SharpeYe NEVER affects movement nor weapon recoil. It only affects vision and adds sound effects.
 Post #34
 15th March 2010
Gold Member
Daimao's Avatar
February 2007
5,710 Posts
I really like this addon. The only downside to it is that it makes me feel dizzy and nauseous.
 Post #35
 15th March 2010
Galago's Avatar
November 2008
2,047 Posts
This is great addon, I really like it.
 Post #36
 15th March 2010
Dennab
August 2008
1,863 Posts
I don't think your head sways from your perspective that much if you are strafing, is it possible to remove the strafing completely in general? If you try turning your head right now I think your brain "trys" to correct the images by rotating them back into a non rotated view until you actually go upside down. Is it possible to lower the rotating amount of the camera?
 Post #37
 15th March 2010
Dennab
December 2008
1,814 Posts
http://code.google.com/p/sharpeyemod...eye_motion.lua

Line 63, not 57 :D

Anyway, this parameter may just become a customizable value.
oh, haha.
 Post #38
 15th March 2010
Ha3's Avatar
January 2007
408 Posts
I don't think your head sways from your perspective that much if you are strafing, is it possible to remove the strafing completely in general? If you try turning your head right now I think your brain "trys" to correct the images by rotating them back into a non rotated view until you actually go upside down. Is it possible to lower the rotating amount of the camera?
I can easily add a customization variable to jauge that amount. But I'll do that in 20 hours hopefully.
 Post #39
 15th March 2010
kepper's Avatar
May 2005
1,094 Posts
Is it possible to add this to any of the Half Life 2 games? Just curious, as going through the campaign through Garrysmod doesn't work well for me.
 Post #40
 16th March 2010
Exon's Avatar
January 2010
33 Posts
Is it possible to add this to any of the Half Life 2 games? Just curious, as going through the campaign through Garrysmod doesn't work well for me.
No, Lua does not work in HL2/Any HL2 mod unless it states that it's Lua friendly. To my knowledge Gmod is the only Lua friendly Source game.
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