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Author Topic: Hor+ widescreen?  (Read 22380 times)

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Jonnym

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Re: Hor+ widescreen?
« Reply #60 on: Sunday, January 22, 2012, 15:32:26 PM »
I have changed the FOV using the AntiPoke uscript client side, also changed pb cvars. will be in the next release.
But is version incompatable so will wait until the next maap release to do it.



USCRIPT Stuff..
Code: [Select]
simulated event PostRender (Canvas MyCanvas)
{
MyController = MyCanvas.ViewPort.Actor;

if ( bws == True && MyController.DesiredFOV ~= 85 )
{
MyController.DesiredFOV = 101;
}
}
« Last Edit: Sunday, January 22, 2012, 15:38:28 PM by Jonnym »

Offline Leopardi

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Re: Hor+ widescreen?
« Reply #61 on: Sunday, January 22, 2012, 15:45:01 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.
can't you fool the game somehow think it's a 4:3 resolution so the weapon model is correct for the new fov?

Offline Spanky

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Re: Hor+ widescreen?
« Reply #62 on: Sunday, January 22, 2012, 15:45:41 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.
Not true, I saw several weapon FOV things. I'll have to look them up again.
From AGP.u; ChangeWpnFOV

fov 101.5 is exactly the same, except you see more on the sides. No fisheye scope.
How do you see less scope effect with a larger value FOV? I see a crap ton more scope effect with larger FOV.
« Last Edit: Sunday, January 22, 2012, 15:47:26 PM by Spanky »
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Leopardi

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Re: Hor+ widescreen?
« Reply #63 on: Sunday, January 22, 2012, 15:51:25 PM »
Not true, I saw several weapon FOV things. I'll have to look them up again.
From AGP.u; ChangeWpnFOV
How do you see less scope effect with a larger value FOV? I see a crap ton more scope effect with larger FOV.
Because the vertical fov is exactly the same. You just see more on sides.

Jonnym

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Re: Hor+ widescreen?
« Reply #64 on: Sunday, January 22, 2012, 15:59:19 PM »
You can't move the weapon up into the middle of the screen, it would look stupid. The game moves it down like that so it is not blocking your view.

The weapon fov funtions are the FOV you get when you pull up the sights

Offline Leopardi

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Re: Hor+ widescreen?
« Reply #65 on: Sunday, January 22, 2012, 16:39:15 PM »
You can't move the weapon up into the middle of the screen, it would look stupid. The game moves it down like that so it is not blocking your view.

The weapon fov funtions are the FOV you get when you pull up the sights
are you sure there's not any way of making the game think its a 4:3 resolution for example?

Jonnym

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Re: Hor+ widescreen?
« Reply #66 on: Sunday, January 22, 2012, 16:43:39 PM »
Why, what is it your trying to achive?
If the game though it was 4:3 everything would be out of perspective, everyone would look fat LOL.

Offline Spanky

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Re: Hor+ widescreen?
« Reply #67 on: Sunday, January 22, 2012, 16:53:26 PM »
Because the vertical fov is exactly the same. You just see more on sides.

I made a video showing it;
http://youtu.be/47D-NqLyLwI?hd=1
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

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Re: Hor+ widescreen?
« Reply #68 on: Sunday, January 22, 2012, 17:15:16 PM »
I can see the edges warping more. What was the resolution you were playing at just curious?



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Re: Hor+ widescreen?
« Reply #69 on: Sunday, January 22, 2012, 17:16:56 PM »
1280x720, it's what I switch to for all my YouTube videos. But, it's like that in 1680x1050 as well.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

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Re: Hor+ widescreen?
« Reply #70 on: Sunday, January 22, 2012, 17:21:28 PM »
Unreal engine 2.5 is just plain retarded lol. I swear it does all this funky stuff cuz it renders in a box instead of a sphere.

Switching the fov to 101 on wide resolutions gives you the same top and bottom view as a 4:3 resolution, however everything fish-eyes like a bitch.

Well, leave the the widescreen option on Assist. If people can deal with the fish-eye, they have a widescreen option. And they can't come back here and complain about it either. They can suck a tit if they do.



Offline Leopardi

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Re: Hor+ widescreen?
« Reply #71 on: Sunday, January 22, 2012, 17:26:55 PM »
Why, what is it your trying to achive?
If the game though it was 4:3 everything would be out of perspective, everyone would look fat LOL.
No.. the weapon model fov which doesnt adjust with the fov command. If the weapon 3D model was like in 4:3 it would look correct.
« Last Edit: Sunday, January 22, 2012, 17:30:26 PM by Leopardi »

Offline Leopardi

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Re: Hor+ widescreen?
« Reply #72 on: Sunday, January 22, 2012, 17:29:15 PM »
I made a video showing it;
http://youtu.be/47D-NqLyLwI?hd=1
I can see it now. How about a non-fisheye widescreen tickbox somewhere in between 85 and 101? lol.

Offline BlueBlaster

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Re: Hor+ widescreen?
« Reply #73 on: Sunday, January 22, 2012, 17:34:03 PM »
Leopardi,
Find us a value between 85 and 101 that looks good to you and we'll do it. We're all trying to figure this out too.



Offline Leopardi

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Re: Hor+ widescreen?
« Reply #74 on: Sunday, January 22, 2012, 17:35:30 PM »
Leopardi,
Find us a value between 85 and 101 that looks good to you and we'll do it. We're all trying to figure this out too.
I think I found a better solution. How is this guy playing at ultra widescreen resolution, same top/bottom fov and no fisheye?

[youtube]HQQO5O7_Qrs[/youtube]

edit: ah nvm, just saw the weapon model...

 

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