Muzzleflash

RamsesRamses Join Date: 2002-05-21 Member: 642Members
<div class="IPBDescription">NS compared to CS</div> Sorry if this isn't really Off-Topic, but I felt that the General-Forum shouldn't see another topic about this...

Well, I've seen so many complaints about the muzzleflash in Natural Selection. Every time I read "OMG! Teh MUzzLEflaSH is TOO BIG!!!!!111" or more civilized ones like "Muzzleflash too big?" I wondered.

Like many others, I've played Natural-Selection since Halloween (the first release) and many other Half-Life MODS and FPSs before that. One thing I <i>never</i> noticed, neither in a good way nor in a bad one, was the muzzleflash.

The first thing I did when I read those complains was playing a short round of NS.
I couldn't see a problem, even when I tried.

But nice as I am, I thought "Perhaps it's something about resolution. Perhaps the muzzleflash doesn't scale right or something like that..."
But, to my surprise, it seems to be not a problem of screen resolution.

I've a 19" ACER monitor and a GeForce2 GTS 64MB. I can (and do) run all games at a 1024x768 resolution without things like AntiAliasin.
I've taken screenshots in both Natural-Selection and Counter-Strike. I chose Counter-Strike because I've never heard any complaints about their muzzleflash (wel, I've also never visited a CS-forum... )
I chose the resolution 400x300 (b/c it's the lowest I could choose), 640x480 (b/c it's a common low resolution), 1024x768 (b/c it's a common high resolution) and 1600x1200 (b/c it's the highest I could choose.
I scaled all images to a dimension of 640x480, the intent is to show you that the size of the muzzleflash scales well with the resolution.

Here are the results:
<b>Natural-Selection</b>
<img src='http://www.joshbeeler.com/ramses/images/misc/mfns.jpg' border='0' alt='user posted image'>

<b>Counter-Strike</b>
<img src='http://www.joshbeeler.com/ramses/images/misc/mfcs.jpg' border='0' alt='user posted image'>

<b>Both</b>
<img src='http://www.joshbeeler.com/ramses/images/misc/mfnscs.jpg' border='0' alt='user posted image'>

I must admit that I can't see a problem with the muzzleflash in Natural Selection. Compared to Counter-Strike it isn't bigger but slightly more <i>massive</i> (not sure if that's the right word. It's not as slick as the CS one). In both cases the Crosshair is partly covered by the muzzleflash, but always visible.

My conclusion:
I'm not sure if the sprite-scaling works different in Direct3D or Software, but at least if you run Natural-Selection in OpenGL, I can't see your problem with the muzzleflash.

<i>Perhaps someone who has problems with the muzzleflash can post screenshots and system-specifications?</i>

Comments

  • AllUrHiveRblong2usAllUrHiveRblong2us By Your Powers Combined... Join Date: 2002-12-20 Member: 11244Members
    The muzzleflash may not be a problem in CS, but when you're trying to shoot a target that is often smaller than the muzzleflash, and moves as fast as a skulk or lerk does, it matters. The first thing I even changed about NS was the muzzleflash. I play better for it.
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    I don't really see the big deal about the muzzleflash. I don't really notice it being there, since I play around it.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    What AllurHive said...

    <ul><li>The target you're trying to hit in NS is smaller
    <li>The target you're trying to hit in NS is faster
    <li>The CS muzzleflash is more translucent than the NS one (at the edges)
    <li>The CS muzzleflash is the same diameter but it's an X while the NS one is an O</ul>
  • Smoke_NovaSmoke_Nova Join Date: 2002-11-15 Member: 8697Members
    The default muzzle flash was a little too....round for me. So I use a three-prong one I took from RC 2.5 FA M16 and customized it to three prong. I don't shoot that much better, it's just cooler looking.
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    Okay, I see your points can and agree with most of them.

    But does it really make <i>that</i> much of a difference?
    In a recent thread about this topic (now locked) someone said
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One of the main reasons alot of players wont convert is the following;

    The LMG muzzle flash, it's a joke to be honest, it in fact turns to luck 'if you hit the skulk' if they're up close, with the gun and the flash it takes up 1/3 of your screen, some of this covering your aiming reticle... give a skulk celerity, carapace and leap and he'll be literally be unstoppable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Come on, this is just plain nonsense.
    Noone will stop playing NS because of the muzzleflash. It's far from 1/3 of your screen. Sure, if Skulks are close up and are jumping like crazy, perhaps even leaping, then it IS often only luck to hit them. But that has nothing to do with the muzzleflash.
    Or another quote from the same person:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It literally blinds the screen with a flash making it impossible to hit for s***
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Again, In my opinion this is nonsense. Either my glasses safe me from being blinded, or some other mysterious reason, but saying that the muzzleflash <i>literally</i> blinds sound just wrong to me.

    But no reason to start another discussion, I just want to show that it really isn't <i>that</i> much of a gameplay-factor...
  • Smoke_NovaSmoke_Nova Join Date: 2002-11-15 Member: 8697Members
    I said nothing otherwise.

    50% of NS is how bad arse you feel while you play. that's why I got a Morita for the LMG and a three prong sprite. I feel like a true SST M.I. man with my stuff.

    Go Humans....or go aliens who really should be nameless because they can't speak!.
  • Cry_HavocCry_Havoc Join Date: 2003-01-22 Member: 12593Members
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

    Look at that flash.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    I've gotta say Ramses, its nice to see someone present
    some actual evidence (screenshots) when talking about
    about teh fabbled "OMG the muzzel fl4$h r t00 b1g!!!!"
    debate. I personally never noticed until it was pointed out
    many many times. And even then I found that my eyes had
    simply gotten used to the flash.

    Bottom line: People are complaining about the muzzle flash
    when they're tried to kill close quarter enemies. But if you allow
    ANY Khaaraa to get THAT close thenyou were gonna die anyway.
    Muzzle flash or no weapon model on screen at all.... letting a Skulk
    (or even a Gorge for that matter) within 5-10 yards is asking for a killing.
  • GanjaGanja Join Date: 2002-11-26 Member: 10038Members
    /points out that a human at close range takes up your whole screen on cs
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