Open JS299990 opened 3 months ago
Not sure what you need, but for high resolution there exist r_adjust_fov
cvar.
The cvar to customize viewmodel FOV is available in clients such as OpenAG.
Not sure what you need, but for high resolution there exist
r_adjust_fov
cvar.
I think they mean what HL2 has, where the Weapon FOV is separated from the World FOV.
Either that, or the option for the weapon to not get affected by FOV changes from their default, I know some quake sourceports have this, like VKQuake for example.
Duplicate of https://github.com/FWGS/xash3d-fwgs/issues/1600.
It's not too hard to add it for a mod but as I said in the issue linked above "field of view is controlled by the game code. Games and mods that modify player's field of view were designed in mind that viewmodel fov will be equal to everything else".
Not sure what you need, but for high resolution there exist
r_adjust_fov
cvar.I think they mean what HL2 has, where the Weapon FOV is separated from the World FOV.
Either that, or the option for the weapon to not get affected by FOV changes from their default, I know some quake sourceports have this, like VKQuake for example.
Oh yeah the vkQuake example is spot on. "The option for the weapon to not get affected by FOV changes from their default" that's precisely it.
Duplicate of #1600.
It's not too hard to add it for a mod but as I said in the issue linked above "field of view is controlled by the game code. Games and mods that modify player's field of view were designed in mind that viewmodel fov will be equal to everything else".
I see, now understand why it hasn't been done before. Even though you said it's not too hard to add it, it does sound like something that would be annoying to work on haha.
The cvar to customize viewmodel FOV is available in clients such as OpenAG.
https://github.com/YaLTeR/OpenAG/pull/107 One small trouble - it uses OpenGL on client side.
Hi there, I don't know if the devs accept feature suggestions, but if they do, could you consider adding a feature that makes the viewmodel unaffected by FOV changes? This is so we can play with higher FOV without messing up the viewmodel.
Since this is a custom engine I figured the chances of getting a feature like this would be slighty higher than hoping that valve added something like this themselves. Just like the hud_scale option.