This is a good change. They made it so that widescreen monitors have a wider FOV than 4:3 monitors.
Is it just me or is marine run speed slightly faster this build?
I don't really like the health and armour being in the middle of the screen. It doesn't need to be right next to the ammo counter in order for players to see it. I preferred it when it was at the bottom left and the meters were longer. That way you could quickly see what your health status was by glancing (would also help if they changed colour as you were low on HP). Now you need to read the numbers because the meters are so small and chunky.
<!--quoteo(post=1904002:date=Feb 16 2012, 06:53 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Feb 16 2012, 06:53 PM) <a href="index.php?act=findpost&pid=1904002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sitting on a 27" 16:9 monitor and I get lost trying to bite people.
Fov is probably more of a resource in this game than many other FPS games. Consider a skulk biting in close quarter combat, or a marine building while keeping an eye out. I don't think 4:3 90 fov makes the cut any more. I also do not think 4:3 monitors are the majority any more.
However I will admit, I may be missing your point altogether. Perhaps you can elaborate?<!--QuoteEnd--></div><!--QuoteEEnd--> On a 4:3 monitor you'll have a horizontal field of view of 90 degrees. On a 16:9 monitor you will have a horizontal field of view of 106 degrees. If you have 3 16:9 monitors next to each other with the game stretched across all 3 you'll have a horizontal field of view of 152 degrees. I'm not sure how to explain it any more clearly, so it's probably best you just try it out in game to understand the effect.
Do 16:10 monitors have a -horizontal FOV compared to 16:9 or do they have +vertical<!--QuoteEnd--></div><!--QuoteEEnd--> iirc, vertical is the same no matter what aspect ratio you have. 16:10 monitors DO have less horizontal fov than 16:9.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited February 2012
@Mkilbridge: Nice trolling attempt.
@RockyMarc: In the last patch, FoV was 90 degrees horizontally for 16:10 and lower for all other resolutions, which made many people motion sick. Now it's normalized to 4:3, so widescreens get more FoV and 4:3 users don't get motion sickness anymore. (Note: 90 degrees is for marines, other lifeforms get more, e.g. skulks get 105)
Thanks for the FoV patch.
But why did you decrease egg spawn rates? I know, you went through this simulator, but I don't think reality is working like this. Marines with 2 IPs can now spawn almost 3 times as fast as aliens and I don't even want to comment on player numbers higher than 12 and more than 2 IPs. You can currently just grind down the aliens if you get at least 1:2 kill:death rate, because they will be stuck in the spawn queue.
Thank you for explaining Dghelneshi, not sure what I use at home, don't really know much about those settings (or any of that matter). I'll give it a shot when this weekend see what all the fuss is about.
<!--quoteo(post=1904021:date=Feb 16 2012, 08:44 PM:name=RockyMarc)--><div class='quotetop'>QUOTE (RockyMarc @ Feb 16 2012, 08:44 PM) <a href="index.php?act=findpost&pid=1904021"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can someone please post a screenshot of this FOV issue? At work and still not understanding it 100% (from skulk view) thanks.<!--QuoteEnd--></div><!--QuoteEEnd--> Is there a way to open the game in windowed mode? If so I might be able to take some screenshots.
Anyway, great job changing the fov uwe, I know it's for the better.
<!--quoteo(post=1904026:date=Feb 17 2012, 02:52 AM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 17 2012, 02:52 AM) <a href="index.php?act=findpost&pid=1904026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->16:10 has less horizontal than 16:9.... thats kinda lame.<!--QuoteEnd--></div><!--QuoteEEnd--> It makes sense though. If you're playing in windowed-mode it's not a problem anyway, just go for a 16:9-resolution.
16:10 is flatout superior. It is still the most common monitor size, while TV's are 16:9. Kind of amazing in this day and age, you know, to not properly support the most common aspect ratio.
<!--quoteo(post=1904026:date=Feb 16 2012, 08:52 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 16 2012, 08:52 PM) <a href="index.php?act=findpost&pid=1904026"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->16:10 has less horizontal than 16:9.... thats kinda lame.<!--QuoteEnd--></div><!--QuoteEEnd--> That's only natural I guess, the same way 4:3 has less horizontal fov than 16:10. A common bypass to the fov restrictions in TF2 is to set ridiculous resolutions in windowed mode like 1920x700, so you can have a lot more fov (I think you are always limited to less than 180).
<!--quoteo(post=1904031:date=Feb 17 2012, 02:55 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 17 2012, 02:55 AM) <a href="index.php?act=findpost&pid=1904031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And have stretched models?
16:10 is flatout superior. It is still the most common monitor size, while TV's are 16:9. Kind of amazing in this day and age, you know, to not properly support the most common aspect ratio.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is properly supported. It has 100.5 horizontal FOV, just like you wanted.
There are some power node bugs, at least on Summit.
In one game I was in, marines couldn't build the power node in reactor core, but it worked for a MAC (I think, it might not have actually), and in vent neither marines nor MACs could build the node. In another game, when I was alien, most all of the power nodes were not working for the marine team.
Sorry I don't have more specific details at the moment, but I thought I'd mention this rather serious bug as soon as I could.
<!--quoteo(post=1904037:date=Feb 17 2012, 03:01 PM:name=RockyMarc)--><div class='quotetop'>QUOTE (RockyMarc @ Feb 17 2012, 03:01 PM) <a href="index.php?act=findpost&pid=1904037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So why did the FOV get changed? Is it to stop people seeing more than other people?<!--QuoteEnd--></div><!--QuoteEEnd--> The opposite actually, now if you have a widescreen you will see more.
I can confirm the powernode bug...also exists in Tram and therefore probably in all maps.
<!--quoteo(post=1904031:date=Feb 17 2012, 03:55 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 17 2012, 03:55 AM) <a href="index.php?act=findpost&pid=1904031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->16:10... It is still the most common monitor size<!--QuoteEnd--></div><!--QuoteEEnd--> This is unfortunately a lie. Thanks to marketing slogans, "HD" and 1080p the 16/9 monitors are the majority.
<!--quoteo(post=1904037:date=Feb 17 2012, 03:01 AM:name=RockyMarc)--><div class='quotetop'>QUOTE (RockyMarc @ Feb 17 2012, 03:01 AM) <a href="index.php?act=findpost&pid=1904037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So why did the FOV get changed? Is it to stop people seeing more than other people?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, the old method they used was to fix the horizontal viewing distance, but that created an artificial zoomed in look when playing on widescreen monitors. They changed this in the last patch so that widescreen monitors see more on the sides now, so it looks better for them (this is the way most games do it). This patch just made a small change to give more viewing area to all players on all aspect ratios.
<!--quoteo(post=1904054:date=Feb 16 2012, 10:27 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Feb 16 2012, 10:27 PM) <a href="index.php?act=findpost&pid=1904054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems somewhat telling that the people complaining the loudest about FoV can't actually even tell the difference in-game to know if it's more or less.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
Is it just me or is marine run speed slightly faster this build?
I don't really like the health and armour being in the middle of the screen. It doesn't need to be right next to the ammo counter in order for players to see it. I preferred it when it was at the bottom left and the meters were longer. That way you could quickly see what your health status was by glancing (would also help if they changed colour as you were low on HP). Now you need to read the numbers because the meters are so small and chunky.
Fov is probably more of a resource in this game than many other FPS games. Consider a skulk biting in close quarter combat, or a marine building while keeping an eye out. I don't think 4:3 90 fov makes the cut any more. I also do not think 4:3 monitors are the majority any more.
However I will admit, I may be missing your point altogether. Perhaps you can elaborate?<!--QuoteEnd--></div><!--QuoteEEnd-->
On a 4:3 monitor you'll have a horizontal field of view of 90 degrees. On a 16:9 monitor you will have a horizontal field of view of 106 degrees. If you have 3 16:9 monitors next to each other with the game stretched across all 3 you'll have a horizontal field of view of 152 degrees. I'm not sure how to explain it any more clearly, so it's probably best you just try it out in game to understand the effect.
Do 16:10 monitors have a -horizontal FOV compared to 16:9 or do they have +vertical
Do 16:10 monitors have a -horizontal FOV compared to 16:9 or do they have +vertical<!--QuoteEnd--></div><!--QuoteEEnd-->
16:10 has slightly less horizontal than a 16:9, vertical FOV is the same for all aspect ratios.
Lots of nice things, but the FoV sucks again!
16:10 monitor here. 1920 x 1200!
Now I can't see ###### again!
4:3 90
16:9 105.
16: 100.5
DO IT, or let us set our own. This is absurd.
Do 16:10 monitors have a -horizontal FOV compared to 16:9 or do they have +vertical<!--QuoteEnd--></div><!--QuoteEEnd-->
iirc, vertical is the same no matter what aspect ratio you have. 16:10 monitors DO have less horizontal fov than 16:9.
@RockyMarc:
In the last patch, FoV was 90 degrees horizontally for 16:10 and lower for all other resolutions, which made many people motion sick. Now it's normalized to 4:3, so widescreens get more FoV and 4:3 users don't get motion sickness anymore. (Note: 90 degrees is for marines, other lifeforms get more, e.g. skulks get 105)
Thanks for the FoV patch.
But why did you decrease egg spawn rates? I know, you went through this simulator, but I don't think reality is working like this.
Marines with 2 IPs can now spawn almost 3 times as fast as aliens and I don't even want to comment on player numbers higher than 12 and more than 2 IPs. You can currently just grind down the aliens if you get at least 1:2 kill:death rate, because they will be stuck in the spawn queue.
Is there a way to open the game in windowed mode? If so I might be able to take some screenshots.
Anyway, great job changing the fov uwe, I know it's for the better.
That's the way it is in almost every other game. You can always use a 16:9 resolution if you want the tiny extra bit on the side.
It makes sense though. If you're playing in windowed-mode it's not a problem anyway, just go for a 16:9-resolution.
16:10 is flatout superior. It is still the most common monitor size, while TV's are 16:9. Kind of amazing in this day and age, you know, to not properly support the most common aspect ratio.
That's only natural I guess, the same way 4:3 has less horizontal fov than 16:10. A common bypass to the fov restrictions in TF2 is to set ridiculous resolutions in windowed mode like 1920x700, so you can have a lot more fov (I think you are always limited to less than 180).
16:10 is flatout superior. It is still the most common monitor size, while TV's are 16:9. Kind of amazing in this day and age, you know, to not properly support the most common aspect ratio.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is properly supported. It has 100.5 horizontal FOV, just like you wanted.
In one game I was in, marines couldn't build the power node in reactor core, but it worked for a MAC (I think, it might not have actually), and in vent neither marines nor MACs could build the node. In another game, when I was alien, most all of the power nodes were not working for the marine team.
Sorry I don't have more specific details at the moment, but I thought I'd mention this rather serious bug as soon as I could.
The opposite actually, now if you have a widescreen you will see more.
<!--quoteo(post=1904031:date=Feb 17 2012, 03:55 AM:name=Mkilbride)--><div class='quotetop'>QUOTE (Mkilbride @ Feb 17 2012, 03:55 AM) <a href="index.php?act=findpost&pid=1904031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->16:10... It is still the most common monitor size<!--QuoteEnd--></div><!--QuoteEEnd-->
This is unfortunately a lie. Thanks to marketing slogans, "HD" and 1080p the 16/9 monitors are the majority.
No, the old method they used was to fix the horizontal viewing distance, but that created an artificial zoomed in look when playing on widescreen monitors. They changed this in the last patch so that widescreen monitors see more on the sides now, so it looks better for them (this is the way most games do it). This patch just made a small change to give more viewing area to all players on all aspect ratios.
+1
very very annoying.
very very annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->
not always though..it's a bug that we can hopefully find a repro for
so far I've only seen it on summit, for what it's worth