hum, you should beable to steadly and slowly increase the fov, and become habituised to it, then all you need to do is push the camera forwards just a little more and slitly up and you will be in the perfect spot to champ away
the camera i nhte sulks moutn is far to low if you walk up to a hill, marines get liek a .5 second to notice your coming before you even notice a marine there
hell i dont know i used to love the convex look in avp, so much so that i clocked aliens on directors cut *shrugs
On the subject of skulk view, it's actually fisheyed. Here's an example of what I mean. The photos are taken from the exact same position. The only difference is that I turned left and then right (in place.) Notice how as the spray nears the edge of the screen, it grows larger. The closer it is to the center, the farther away it appears. Your field of view isn't completely circular, it's more of an ellipse as a Skulk.
<a href='http://img238.echo.cx/my.php?image=nsfisheye6lu.jpg' target='_blank'><img src='http://img238.echo.cx/img238/5965/nsfisheye6lu.th.jpg' border='0' alt='user posted image' /></a>Click to enlarge. [EDIT:] I know it's dark. It's the white border on the website's fault.
Here's a quick idea for a new Skulk FOV. Each eye's view takes up half the screen. Say for example that each eye has a FOV of 90. This totals in at 180, with a lot less distortion than that of a FOV of 180. And the best part is that since the FOVs end at the exact same spot, the marine is still displayed in the middle of the screen when you aim at him.
EDIT - Or the squishing of the image on either side would look the same as if we had simply widened our FOV. Just did a test using Paint and there is definately squishing but is it the same distortion as setting your FOV to 180 I wonder.
Can the FOV be changed on the fly or does NS require a restart/respawn for it to take effect. If it can be changed on the fly, would it be possible to just bind a key to change the FOV from it's default value to something higher. Or would it be possible to code a bindable command/key to cause the screen to display a split view so instead of a single 110 FOV it gets split into 2, say 45-55 degree FOV on each side. The motion would have to be smooth but fast enough to be useful.
Note that this technique requires rendering each frame 6 different ways, so it probably won't be feasible for anything fancy. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Not to mention the deep changes to the rendering engine that would be required.
<!--QuoteBegin-Amped!+Apr 16 2005, 06:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Amped! @ Apr 16 2005, 06:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's a quick idea for a new Skulk FOV. Each eye's view takes up half the screen. Say for example that each eye has a FOV of 90. This totals in at 180, with a lot less distortion than that of a FOV of 180. And the best part is that since the FOVs end at the exact same spot, the marine is still displayed in the middle of the screen when you aim at him.
EDIT - Or the squishing of the image on either side would look the same as if we had simply widened our FOV. Just did a test using Paint and there is definately squishing but is it the same distortion as setting your FOV to 180 I wonder. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you have each eye separately render with an FOV of 90, then you'll have distortion in the middle of the screen and at the edges.
<!--QuoteBegin-gyMe+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gyMe)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Can the FOV be changed on the fly or does NS require a restart/respawn for it to take effect. If it can be changed on the fly, would it be possible to just bind a key to change the FOV from it's default value to something higher. Or would it be possible to code a bindable command/key to cause the screen to display a split view so instead of a single 110 FOV it gets split into 2, say 45-55 degree FOV on each side. The motion would have to be smooth but fast enough to be useful.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The FOV can be changed on the fly. Go into a HLDM game (that's HL1) and type "fov X" into console, where X is some number. You may need sv_cheats to be set to 1.
It was kind of weird, I could go up to FOV 255, but to me it looked the same as 180, but the HUD changed place in the console D; All in all, I could continuously play like that...it was nice.
<!--QuoteBegin-dash+Apr 16 2005, 02:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dash @ Apr 16 2005, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's an extreme example of what can be done:
Note that this technique requires rendering each frame 6 different ways, so it probably won't be feasible for anything fancy. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Not to mention the deep changes to the rendering engine that would be required. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That is real interesting. I like how a bit of ingenuity can beat a standard process. Anyways... I bet that technique would makes skulks with 1337 computers have 10fps. Let's not have mass computer suicides...
Now for IDEAS FOR THE FUTURE!!! It's a headset with sound, a microphone, and a 200 degree viewing screen. It wraps around your head so whatever you can see in life you will be able to see ingame. It would require a lot of testing and probably not be feasible..but imagine the possibilites. Marines could have normal vision, skulks could have a blind spot sort of like horses. Muhahaha.
<!--QuoteBegin-Traken+Apr 16 2005, 11:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Apr 16 2005, 11:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now for IDEAS FOR THE FUTURE!!! It's a headset with sound, a microphone, and a 200 degree viewing screen. It wraps around your head so whatever you can see in life you will be able to see ingame. It would require a lot of testing and probably not be feasible..but imagine the possibilites. Marines could have normal vision, skulks could have a blind spot sort of like horses. Muhahaha.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sort of like <a href='http://wearables.unisa.edu.au/projects/ARQuake/www/' target='_blank'>this?</a> It's not exactly what you described, but it sure would be fun bunnyhopping around the neighborhood and making chomping noises like a maniac in this contraption.
Comments
the camera i nhte sulks moutn is far to low if you walk up to a hill, marines get liek a .5 second to notice your coming before you even notice a marine there
hell i dont know i used to love the convex look in avp, so much so that i clocked aliens on directors cut *shrugs
<a href='http://img238.echo.cx/my.php?image=nsfisheye6lu.jpg' target='_blank'><img src='http://img238.echo.cx/img238/5965/nsfisheye6lu.th.jpg' border='0' alt='user posted image' /></a>Click to enlarge.
[EDIT:] I know it's dark. It's the white border on the website's fault.
EDIT - Or the squishing of the image on either side would look the same as if we had simply widened our FOV. Just did a test using Paint and there is definately squishing but is it the same distortion as setting your FOV to 180 I wonder.
<a href='http://wouter.fov120.com/gfxengine/fisheyequake/' target='_blank'>http://wouter.fov120.com/gfxengine/fisheyequake/</a>
Note that this technique requires rendering each frame 6 different ways, so it probably won't be feasible for anything fancy. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Not to mention the deep changes to the rendering engine that would be required.
EDIT - Or the squishing of the image on either side would look the same as if we had simply widened our FOV. Just did a test using Paint and there is definately squishing but is it the same distortion as setting your FOV to 180 I wonder. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you have each eye separately render with an FOV of 90, then you'll have distortion in the middle of the screen and at the edges.
<!--QuoteBegin-gyMe+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gyMe)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Can the FOV be changed on the fly or does NS require a restart/respawn for it to take effect. If it can be changed on the fly, would it be possible to just bind a key to change the FOV from it's default value to something higher. Or would it be possible to code a bindable command/key to cause the screen to display a split view so instead of a single 110 FOV it gets split into 2, say 45-55 degree FOV on each side. The motion would have to be smooth but fast enough to be useful.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The FOV can be changed on the fly. Go into a HLDM game (that's HL1) and type "fov X" into console, where X is some number. You may need sv_cheats to be set to 1.
<a href='http://wouter.fov120.com/gfxengine/fisheyequake/' target='_blank'>http://wouter.fov120.com/gfxengine/fisheyequake/</a>
Note that this technique requires rendering each frame 6 different ways, so it probably won't be feasible for anything fancy. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Not to mention the deep changes to the rendering engine that would be required. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That is real interesting. I like how a bit of ingenuity can beat a standard process. Anyways... I bet that technique would makes skulks with 1337 computers have 10fps. Let's not have mass computer suicides...
Now for IDEAS FOR THE FUTURE!!! It's a headset with sound, a microphone, and a 200 degree viewing screen. It wraps around your head so whatever you can see in life you will be able to see ingame. It would require a lot of testing and probably not be feasible..but imagine the possibilites. Marines could have normal vision, skulks could have a blind spot sort of like horses. Muhahaha.
Now for IDEAS FOR THE FUTURE!!! It's a headset with sound, a microphone, and a 200 degree viewing screen. It wraps around your head so whatever you can see in life you will be able to see ingame. It would require a lot of testing and probably not be feasible..but imagine the possibilites. Marines could have normal vision, skulks could have a blind spot sort of like horses. Muhahaha.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sort of like <a href='http://wearables.unisa.edu.au/projects/ARQuake/www/' target='_blank'>this?</a> It's not exactly what you described, but it sure would be fun bunnyhopping around the neighborhood and making chomping noises like a maniac in this contraption.