I will now patiently set the user and glasses in the mod tested.
Edit :scope in tt2 is ok now !Thanks!Effectly,I rename always old folder shaderori,and make unfortunatly a merge with folders.Now all right!never crash even my old gun tampered!
Now I will test in the night, to enjoy night vision with scope!
As you see in that scopes' screens, the settings don't fit yet. So if you don't use gnomus' scopes or some similar scope textures pack you should modify the following values in ShaderSettings.txt:
#define NV_RADIUS float(0.5)
//#define NV_ZOOM float(1.5)
Something considered impossible is only something that hasn't been done yet.
EDIT2: Guys with vanilla scope textures (no gnomus or similar) should take the ShaderSettings.txt from the above mini patch. ---END QUOTATION---
Same issue here, only with a scoped AS Val. My guess; under local nv_colors, any weapon that isn't defined there will cause the script to bug out. You're also making a mistake in your shader_control script file Meltac by assuming the texture name for PSO-1 and Susat scopes is "wpn_crosshair". I don't think theres much you can do about that though the script will just have to be edited by modders to use the right textures.
The main issues I've noticed though is that DOF is slightly laggy, after zooming with a weapon it takes a few seconds to unblur. The other bug is quite amusing, switch to a under barrel grenade launcher on a weapon then press the zoom button. You will get the magnifying-like glass texture appear
I think you can probably fix the latter of those issues by removing _w_gl for each weapon in packet_utils script, I've not tested that yet though.
This will remove the scope texture when zooming with a grenade launcher attachment and not effect scopes when zooming in primary fire mode. However the NV overlay is still visible. Not perfect, but better. For now I would recommend adding every scoped / scopable weapon into shader_control.script but change paramaters to 1,1,1 for any scoped weapon that can also have a GL attachment. This way NV is effectively disabled for those weapons and the overlay when zooming with the GL attachment isn't too noticable even with stronger Zoom DoF effect. This is temporary, I'll continue to look at Meltacs script for a proper fix but Meltac himself at this stage is likely to know a better fix because he wrote the script, he knows exactly what does what where I'm still figuring that out
If I am to guess though its likely a exception needs to be added so the script can tell the difference between normal zoom and when zooming with a underbarrel GL attachment so the overly isn't used in those conditions.
I'm still working on figuring out why when you exit zoom it takes a second or two for things to unblur - this isn't a issue in older versions.
EDIT - To remove the weird magnifyer when zoomed with a GL attachment comment out #define NV_ZOOM float(1.5) in ShaderSettings file. This will remove the magnifyer when zoomed in primary fire mode, but IMO thats a non-issue as everybody tends to set their own zoom levels for weapons anyway. Want to enlighten us Meltac why you included NV_ZOOM float? I'm a bit puzzled why you did considering the odd stuff it does when zooming with GL attachments.