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View Full Version : [BRAINPORT] Binoculars... again I'm sure



-FN-
08-08-05, 21:25
Rifle Scope Code + 2 hours of Art Department work + Game insertion = Binoculars

It's supposed to be 2700ish something - and we don't have binoculars? I'm sure Tangent has got some to sell somewhere ;) Come on KK, make it happen!

Dribble Joy
08-08-05, 21:26
Where you rip the images from? an Argos catalogue? :p

Anyway, KK really need to fix the clip distance before binos are of use.

Riddle
08-08-05, 21:37
Would be a nice addition but not untill i can see through all that white mist shit tbh.

Ever since the move to NC2 in some zones i can see just feet ahead and no its not force fog :(

Dribble Joy
08-08-05, 21:40
Try using dx7, much greater clip dist.

Sineater
09-08-05, 04:50
great idea but be better if we could see more than past the end of our toes

we can see further inside than out there in the so called open waste lands????

Judge
09-08-05, 10:47
we can see further inside than out there in the so called open waste lands????

Afaik they use a different engine inside to the one outside.

Riddle
09-08-05, 14:56
Try using dx7, much greater clip dist.

Is this done through the launch window? or how do i do this?

RogerRamjet
09-08-05, 15:08
Launch window im sure.

It must be a different engine also, since if i alt tab in the wastes i crash.

msdong
09-08-05, 17:37
oh and dont forget to put in a simple night vision mod. those effects can be done in games since 15years, easy.

Morganth
09-08-05, 17:50
oh and dont forget to put in a simple night vision mod. those effects can be done in games since 15years, easy.

Yeah, all it would have to do would be to increase your brightness up a load when you equip it, if KK want to be really basic :p

Original monk
09-08-05, 18:23
nice picture :) and yeah we should get em :) (whoa can you imagine 2 gloves :P ... 2 gayagloves..left and right ... one HL other FA)