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Author Topic: Hor+ widescreen?  (Read 39938 times)

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Offline Spanky

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Re: Hor+ widescreen?
« Reply #45 on: Saturday, January 21, 2012, 17:04:10 PM »
I think a client sided uscript is needed, i see fov stuff in engine.playercontroller but i don't know how to make client side u scrips, where do you even load them?

Actually, I think you're right. Hex editing a core .u file would mean 2 different MD5 for Punkbuster. The way to do this is having to force a client side script. BUT, what does the Punkbuster check mean? Like, is it saying that FOV has to be inside 85.0-85.9? Meaning it couldn't be 84 or 86? Or does it mean that it has to be 85 or larger? That's what we have to figure out because we can't just remove the FOV check, otherwise people could change theirs to 5 and have super zoom. We have to first come up with a PB check that only kicks for less than 85 FOV. Then we can work on a client side mod.

*EDIT*
This might help for a mod:
Code: [Select]
/*
 // ======================================================================================
 // AGP function - FOV
 // Allows player to change their FOV when cheats are enabled
 // input: FLOAT F - new Fov
 // last modified by:  superville 09/18/01
 // ======================================================================================
*/
exec function FOV( float F )
{
if( F >= 80.0 || Level.Netmode == NM_Standalone ) {
DesiredFOV = FClamp( F, 1, 170 );
}
}
« Last Edit: Saturday, January 21, 2012, 17:45:36 PM by Spanky »
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Offline BlueBlaster

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Re: Hor+ widescreen?
« Reply #46 on: Saturday, January 21, 2012, 18:05:18 PM »
So apparantly the actual function for fov changing is FClamp(). Thats all I got out of that.



Jonnym

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Re: Hor+ widescreen?
« Reply #47 on: Saturday, January 21, 2012, 18:18:50 PM »
This is how i read it...

DesiredFOV = FClamp( F, 1, 170 );

desiredfov = (fov you asked for, but no less than 1, and no greater than 170)

so to change fov to 106 we need:

Playercontroller.DesiredFOV = 106

But how to load and execute this?

Offline Spanky

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Re: Hor+ widescreen?
« Reply #48 on: Saturday, January 21, 2012, 18:23:42 PM »
I've done a lot of reading up on client versus server stuff for the Karma mod and here's something that I think explains it a bit more:

Code: [Select]
simulated function Tick( float Delta )
{
  Super.Tick( Delta );
 
  DoStuffOnServerOnly();
  DoStuffOnBoth();
}
 
// Called from a simulated function, but not simulated itself,
// the engine skips over this function on clients. (or rather,
// the non-authority version, which is usually the client)
function DoStuffOnServerOnly()
{
  DoStuffOnClient();
}
 
// A simulated function getting called from another simulated
// function. This gets called on both machines.
simulated function DoStuffOnBoth()
{
}
 
// Oops! This is a simulated function, but gets called from a
// non-simulated function, so although it COULD run on a client
// (because it's simulated) the code that calls it doesn't run
// on the client and so this won't ever get called.
simulated function DoStuffOnClient()
{
}

Basically, the mod would get loaded server-side and I think we would have 2 client side files and Assist would choose which one to load and the only difference would be the FOV value.
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Offline BlueBlaster

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Re: Hor+ widescreen?
« Reply #49 on: Saturday, January 21, 2012, 18:27:24 PM »
Lawdy. Why does Tim Sweeney have to make uscript look so awkward?



Jonnym

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Re: Hor+ widescreen?
« Reply #50 on: Saturday, January 21, 2012, 18:32:25 PM »
You can't do that, when you join a server it will md5 check the uscipt the client has with the uscipt the server has.

I could do this in antipoke with an .ini file for widescreen=0 or 1
But this would mean a new md5 for antipoke and thus version incompatability with old and new servers on the next update. A bit of a mess as some servers are left running for weeks and aren't beeing keept upto date.

Offline Spanky

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Re: Hor+ widescreen?
« Reply #51 on: Saturday, January 21, 2012, 19:32:11 PM »
You can't do that, when you join a server it will md5 check the uscipt the client has with the uscipt the server has.

Which reminds me. Why did TeamView have to be removed? I think you said it was because people might make a hack and name it TeamView? We could just MD5 TeamView as well.

Anyway, back on topic. There should be a way to disable servers that aren't updated. I know it would outrage some people but when there's a mandatory update, what else can you do? Maybe have your auth mod check AA25.org for a version string and if it's out of date, make it spam warnings or something? I know there was a mod similar to this that Crusade made.
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Jonnym

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Re: Hor+ widescreen?
« Reply #52 on: Sunday, January 22, 2012, 09:44:50 AM »
Is this what you are all asking for???

4X3 MODE



16X9 MODE

Offline Alex

Re: Hor+ widescreen?
« Reply #53 on: Sunday, January 22, 2012, 12:37:11 PM »
It was fine the way it was. I say just keep it there.

Jonnym

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Re: Hor+ widescreen?
« Reply #54 on: Sunday, January 22, 2012, 13:03:41 PM »
The plan is too add a widescreen fov option in the settings screen, turn off by default. for those who want it.

Offline Spanky

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Re: Hor+ widescreen?
« Reply #55 on: Sunday, January 22, 2012, 14:41:22 PM »
Jonny, did you test whether PB is going to be ok with this?

I think Leopardi should open up single player and test a larger FOV to see if he likes the ramped up scope view.
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Offline Leopardi

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Re: Hor+ widescreen?
« Reply #56 on: Sunday, January 22, 2012, 15:16:58 PM »
fov 101.5 is exactly the same, except you see more on the sides. No fisheye scope. But can you adjust the weapon model for the new fov? Now it stays the same as with old fov, looking odd.


« Last Edit: Sunday, January 22, 2012, 15:21:30 PM by Leopardi »

Offline Alex

Re: Hor+ widescreen?
« Reply #57 on: Sunday, January 22, 2012, 15:21:12 PM »
So what about 16x10? Would the 16x9 resolution work fine?

Offline Leopardi

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Re: Hor+ widescreen?
« Reply #58 on: Sunday, January 22, 2012, 15:23:29 PM »
So what about 16x10? Would the 16x9 resolution work fine?
You can add a different tickbox for 16x10 and 16x9 to make it exactly like 4x3, but see more on the sides. Or automatically have the correct new fov for the resolutions when you pick them from assist, which is better imo.

Offline BlueBlaster

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Re: Hor+ widescreen?
« Reply #59 on: Sunday, January 22, 2012, 15:27:07 PM »
Leopardi, 101.5 looks good. As far as the weapon model, we can't really do anything with that. It's just the way the game is.



 

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