It would appear that mouselook and FOV don't work very well together. If you look up or down then change your FOV, you'll notice that you're not aiming at the same spot anymore. In the following images, I did not move the mouse at all, I only changed FOV to the specified values (notice how the crosshair is pointing at different spots in each image):
FOV = 135
FOV = 90
FOV = 45
When I implemented FOV into Nugget Doom long ago, I encountered this issue and found a way to mitigate it. Not sure how to explain it, though, so I can only suggest that you take a look at its code. Regardless, it doesn't completely eliminate the issue. It wouldn't matter as much, were it not for the fact that there's direct vertical aiming when using mouselook, and the further away your FOV value is from its original value of 90, the more misaligned your shots will be relative to the crosshair's position.
In case you're wondering, I didn't report the issue back then since I was unaware of DR having mouselook.
Tested on the 4.9.2 release.
It would appear that mouselook and FOV don't work very well together. If you look up or down then change your FOV, you'll notice that you're not aiming at the same spot anymore. In the following images, I did not move the mouse at all, I only changed FOV to the specified values (notice how the crosshair is pointing at different spots in each image):
FOV = 135
FOV = 90
FOV = 45
When I implemented FOV into Nugget Doom long ago, I encountered this issue and found a way to mitigate it. Not sure how to explain it, though, so I can only suggest that you take a look at its code. Regardless, it doesn't completely eliminate the issue. It wouldn't matter as much, were it not for the fact that there's direct vertical aiming when using mouselook, and the further away your FOV value is from its original value of 90, the more misaligned your shots will be relative to the crosshair's position.
In case you're wondering, I didn't report the issue back then since I was unaware of DR having mouselook.